W. Eric Martin | Board Game Beat

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Also, what are the top ten games at SPIEL Essen 26? Fairplay voters check in

Sanctuary, Take Time, Toriki Win Awards

▪️ In September 2026, some of the results of the 2026 Deutscher Spiele Preis (German Game Prize) 2026 were revealed, specifically places 4-10, with the order of the top three games due to be revealed the night before SPIEL Essen 26 opens. In the end, Mathias Wigge's Sanctuary from Feuerland Spiele took the top spot, with Michael Palm and Lukas Zach's Boss Fighters QR from Pegasus Spiele taking second place and T.K. King, Dennis Northcott, and Koltin Thompson's Galactic Cruise from Kinson Key Games coming in third. (For an overview of _Sanctuary_ , you can head to this preview post from August 2025.) In the children's category, Toriki: The Castaway Island from Wojciech Grajkowski and Lucky Duck Games won out over Mooki Island and Paleolino. ▪️ Each year since 1991, _Fairplay Magazin_ has awarded its "À la Carte" award for best card game of the year, and the list includes dozens of classic designs, along with several titles that haven't been on the market in decades. For 2026, _Fairplay_ chose Alexi Piovesan and Julien Prothière's co-operative design Take Time from Libellud for top honors. (_Fairplay_ normally presents a ten top list for the year, but so far it's revealed only the winner.) If you're unfamiliar with the game, check out my rave review from October 2025. ▪️ Speaking of _Fairplay_ , the magazine has a booth at each SPIEL convention where attendees can rate the games they've played, all on the honor system, mind you. The rating system goes from 5 (best) to 1, which (I believe) mirrors the academic grading systems used in German schools. At the end of Saturday, 24 October, here are the Fairplay standings for SPIEL Essen 26 in its two categories: kenner- and expertenspiele, and familien- and kinderspiele: **_Lucioles_** currently bears a 4.7 grade on the kenner list, with the next six titles being grouped at 4.3 and 4.2. Hmm. These standings are based on a minimum of twelve ratings for a game, so take them with a grain of salt. Lucioles, by the way, is a co-operative, limited communication game for two players from Johannes Goupy, Joachim Thôme, and Catch Up Games that is called **_Fireflies_** in its English edition. (Catch Up typically releases a short run of English-language copies for fairs, then attempts to license the game to other publishers, focusing solely on its French market.) __Fireflies__ promotional image from Catch Up Games; art by Maud Chalmel _Fireflies_ is a campaign game played in eight chapters, with each player starting somewhere on a 6x6 grid and seeing some of your fellow player's map. Your objective will depend on the chapter, and on a turn you either place a firefly adjacent to you to light new areas of the map, which lead to you participating in a scene from a book (akin to Tales of the Arabian Nights); replay a scene, which might change meaning based on what's happened since the first viewing; or pass priority to let the other player take an action immediately. As is common in campaign games, new chapters will introduce new rules and game elements, while other items are retired. Players have a shared reserve for resources, with those resources carrying over from one chapter to the next. Also worth noting on the kenner list, games in the 2-4 positions — Nokosu Dice, Eternal Decks, and Gibberers — are all German editions of games originally released in Japan. Very Big Monster from Dimitri Perrier and Explor8 has a similar gap lead on Fairplay's family list, with a 4.6 rating compared to 4.2-4.0 for the next eight titles. _Very Big Monster_ is for 2-6 players, but is primarily intended for play in teams of two. Gameplay is along the lines of take-and-make games, with each player drafting a card from their hand, then playing it in front of themselves, but the twist is that as soon as you play your cards, you place your remaining cards in hand on another player's spaceship. Why this matters is twofold. First, each player has an explorer card that scores for the terrain built by both the player and their teammate. Second, public mission cards can be fulfilled both by individual players and by teams. Thus, you want to give your hand to your teammate if you know they need a particular card and you want to give the hand to an opponent if they can't use any cards in it, with the side benefit being ideally someone else will give your teammate a card worth playing. The game lasts ten rounds, with players holding ten cards in hand at the start of each round.

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Plus, a dozen crowdfunding projects, including Elysium, The Danes, and Exorcismo

Reassessing Kickstarter

In a 23 October 2026 post on his "Negotium Ludorum" Substack, Fort Circle Games owner Kevin Bertram details the benefits he's seen from using the crowdfunding site Kickstarter — a unique sales channel, cash flow, forecasting, a sense of urgency — but explains why he'll be using it less often in the future. _[Disclosure: Fort Circle has purchased advertising on Board Game Beat, but has not yet run ads.]_ In addition to the common complaint that Kickstarter is essentially a pre-order platform for many publishers, Bertram writes: > The second change is that Kickstarter has lost some of its luster. Some of that was first-time publishers who got in over their heads and could not deliver... [L]arger failures like Mythic and CMON have made Kickstarter at times look more like a Ponzi scheme than a legit crowdfunding platform. > Of course, the mess from the IEEPA tariffs certainly exacerbated issues for publishers — including us. We had three outstanding Kickstarters when the tariffs hit: The Halls of Montezuma (2023 KS), Hunt for Blackbeard (2024 KS) and First Monday in October (2024/2025 KS). We exhausted all options for printing alternatives to China — Brazil, Vietnam, Poland, the Netherlands — but nothing worked. Ultimately, we had to wait until the Supreme Court ruled the IEPPA tariffs unconstitutional in February 2026 before restarting production... On the way... > Of course, we were not the only company to rush back into production — hence there was a pretty significant backlog at our factory. While we expected all three outstanding Kickstarters to deliver in 2026, T _he Halls of Montezuma_ will not deliver until early 2027... I understand it is quite frustrating for our backers. On most campaigns we have two or three people request refunds for various reasons; for _The Halls of Montezuma_ it is almost two dozen refunds. There are five 1-star reviews on BoardGameGeek for _The Halls of Montezuma_ with stellar comments like, "Game does not exist. Fort Circle Games cannot be trusted. Will never purchase a game from them again." Ouch. Those crowdfunding backers in a unique sales channel with a sense of urgency who provided cash flow can transform from a benefit to a liability, their complaints being concentrated in that channel and spilling over into every subsequent campaign a publisher runs. Thus, for some releases Fort Circle will now forgo crowdfunding, for other releases it will crowdfund only subsequent printings, and for still other releases it will use Kickstarter as it has previously, "but only once the game is 100% ready to print at the factory", writes Bertram. "In all scenarios, there will be no delay between the Kickstarter campaign ending and hitting the print button at the factory. In other words, Kickstarter will now be a pre-order machine for us as well." In a subsequent email to me, Bertram added, "[I]t takes a minimum of four months from 'hitting print' to delivery in the U.S. I don't want to have multiple KS campaigns outstanding, so mixing and matching which printings to go on Kickstarter makes sense." • • • • • • • • • • • • • • Curious to check out other pre-orders being crowdfunded — or perhaps even projects that would not be released if not supported by backers? Here's a non-comprehensive list of crowdfunding projects I've run across in the past few days: ▪️ **_Line By Line_** is a collaborative poetry-writing game by Tilak Vyas and Central Michigan University Press that prompts players with words, images, and devices. (Backerkit) ▪️ A Feast for Odin's Uwe Rosenberg and Feuerland Spiele have been joined by designer Gernot Köpke for The Danes, a larger version of _Feast_ for gamers who enjoy opening boxes. (Gamefound) ▪️ On the opposite end of the game size scale, Button Shy has a quartet of new titles — The Cursed Cat, Reawaken, Forest Rivals, and Crime Sprawl — along with three reprints in a new boxed format suitable for retail display. (Kickstarter) ▪️ HOOKed Games debuted in 2025 with Good & Evil, and its sophomore release will be **_Exorcismo_** , a card and dice game in which player exorcists must defeat a demon. (Kickstarter) ▪️ Publisher Dice Throne has another four characters ready to enter the Dice Throne game series from Gavan Brown, Nate Chatellier, John Heidrich, and Manny Trembley, with Phantom Runner, Hunter, Snyper, and Punch-A-Tron 3000 being packaged together as Dice Throne: Nexus. (Kickstarter) ▪️ David Thor Fjalarsson and MOOD Publishing are adapting the factory-building video game Satisfactory into a tabletop experience titled...Satisfactory: The Board Game, which is due out in 2028. (Gamefound) ▪️ Skybirds is a World War I aerial combat, ladder-climbing game by Andy Schwarz and Envelopes of Cash LLC in which players receive tokens as they exit a round for bonus actions in future rounds. (Backerkit) ▪️ Matthew Dunstan and Brett J. Gilbert's 2015 game Elysium has already been remade in 2026 by publisher Space Cowboys as First Giants, and now Lucky Duck Games has sprung a preview of **_Elysium: Pantheon Edition_**. Folks on that campaign are already asking whether LDG will provide an upgrade pack for those who own the original game, which is a ridiculous request. (Gamefound) I'm trying to imagine what it would be like to wear a lion's head as a cap and failing; art by Even Mehl Amundsen ▪️ And on a different crowdfunding site Lucky Duck Games will run a project for _**Blade Runner 2099: The Board Game**_ , which is my cue that another _Blade Runner_ sequel is in the works. (Kickstarter) ▪️ Catalyst Game Labs is previewing **_My Hero Academia: Miniatures Game_**. (Backerkit) ▪️ Lunar Oak Studio is previewing **_Shifting Rooms: Ghosties_** , a jigsaw puzzle/game crossover that features forty riddles in the form of mini-puzzles. (Gamefound) ▪️ Killing with Kindness is a 2-4 player game from Manny Vega, Scott Rogers, and Burnt Island Games (Backerkit) for which I will quote the publisher's description in full as it deserves to be seen: > You have just been hired as one of the new managers of the Candlewick Inn, a historic landmark in the Evergreen Forest famous for its menu of delicious pastries and sweet treats. However, your tasks will include more than mere hospitality. You see, whoever built this inn, did so over a rift where cosmic horrors can move freely into our world. The only thing keeping these terrifying creatures at bay is a nightly meal of fuzzy forest denizens stuffed with their favourite sweet treats. This is the dark side of the job they don't tell you about in innkeeping college. Can you sate the horrors' unconscionable hunger each night, while running a restaurant inn by day, all while somehow keeping your guests none the wiser? Art by Lara Lopez ****Want more articles like this?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking and no spam. Learn more!

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Also, Hasbro reports record revenue in Q3 2026 thanks to Magic: The Gathering

Hasbro Refuses to Recognize Unions at Wizards of the Coast

Let's sample writings about games in places other than this site: ▪️ On _Rascal_ , Chase Carter and Lin Codega write about "crunch culture and creative oppression within Wizards of the Coast" following Hasbro's refusal to voluntarily recognize two new unions formed by the team that works on Dungeons & Dragons and the "Studio X" team that oversees Magic: The Gathering and Duel Masters. In April 2026, more than one hundred workers on the MTG Arena team had informed Hasbro that they were forming a union — United Wizards of the Coast — but Hasbro refused to voluntarily recognize the union and hired "one of the country's better-known union-avoidance law firms" to deluge _Arena_ staff with anti-union messages before they would hold an official National Labor Relations Board (NLRB) vote to form a union on 2 June 2026. That vote succeeded, but apparently Hasbro is hoping that November 2026 votes on these new union efforts will fail. Despite Wizards of the Coast driving up Hasbro's revenue year after year, as was evident in its 2025 financial results, employees feel like they could be let go at any point, on top of seeing no benefits for their past efforts. _Rascal_ quotes Vanessa Hoskins, a producer for _D &D_, as follows: > "There's still not enough money to pay for various things, whether that be more headcount for a team, better healthcare options, parental support… Almost all of the things on our list lead back to requests that we've made of management and heard them say, _No, there's nothing we can do about it. We're sorry._ Often those decisions are tied to there being no money, while we continue to make record breaking revenue year over year." Another concern is Hasbro's effort to claim employees' creative work during their free time: > The inclusion of "inventor clauses" in WotC work contracts caused a brief stir amongst players and fans when UWOTC published the latest union letters. Effectively, Hasbro can claim ownership of creative works made by employees during their off hours. And while it doesn't seem that the company has directly enforced this clause, Hoskins explained that its mere existence "has put a stranglehold on our creatives who don't feel like their free time is their own." This isn't something that is unique to Hasbro; Disney has famously included similar clauses in their contracts for decades. But existing as a 'semi-standard' across creative industries doesn't make it right. ▪️ On the topic of making "record breaking revenue year over year", on 20 October 2026 Hasbro released its Q3 2026 financial results, with the top line on the press release being this: > _Magic: The Gathering Surpasses $600 million in Quarterly Revenue for First Time_ I imagine this news will only solidify the need for unions by those two Hasbro teams: We're making all this money for the boss, and what do we get in return? Job uncertainty, and a non-stop push to do more with less. To continue: > "Inspiring a lifetime of play is our superpower, and this quarter showed what it can do," said Chris Cocks, Hasbro Chief Executive Officer. "We delivered a fourth consecutive quarter of double-digit revenue growth, and _Magic: The Gathering_ topped $600 million in quarterly revenue for the first time. Our asset-light licensing model lets great partners extend our brands while we focus on what we do best. With a _Magic_ lineup that keeps building, we expect a strong finish to 2026 and continued growth in 2027." > "This quarter again showed the power of Hasbro's brand portfolio paired with strong execution," said Gina Goetter, Hasbro Chief Financial Officer and Chief Operating Officer. "Given this momentum, we are raising our 2026 outlook and doubling our share repurchase target for the year, balancing investment in the business with returning cash to shareholders." And a few bullet points from that press release: * Hasbro, Inc.'s revenue increased 15% vs. LY, driven by growth in Wizards and Digital Gaming (+31%), Consumer Products (+4%), and Entertainment (+9%). (Within the "Wizards and Digital Gaming" category, _Magic: The Gathering_ grew by 34%, while digital and licensed gaming grew 3%. * Operating profit was $517 million and Adjusted operating profit was$541 million(+52% vs. LY), reflecting topline momentum, favorable mix and cost productivity. * Results include approximately $55 million of tariff refunds. * Year-to-date Hasbro, Inc. revenue increased 15% vs. LY, driven by growth in Wizards and Digital Gaming (+28%) and Consumer Products (+3%), partially offset by a decline in Entertainment (-13%). * Year-to-date operating profit was $1,040 million and Adjusted operating profit was $1,110 million (+35% vs. LY), reflecting a strong topline. Both figures include a $56 million impairment related to digital games, nearly offset by a $55 million benefit from tariff refunds. (Rebekah Valentine at _Kotaku_ detailed this $56 million impairment in July 2026. As for tariff refunds, well, I guess this falls into the concept of privatizing profits while socializing losses.) ▪️ On _Global Toy News_ , Mirek Stolee, a curator at The Strong National Museum of Play, writes about an aspect of board game culture that most people do for fun, not work: bagging components. An excerpt: > When we add an object to our collections, we accept responsibility for it in perpetuity. Even games that seem ubiquitous now may not be nearly as accessible decades down the line. But the variety of tactile materials that bring board gamers such delight can make preservation difficult. All materials degrade over a long enough time scale, but this does not happen at the same rate or with the same effects. I'm no conservator, but I have encountered the stickiness of deteriorating plastic and the frustrating crustiness of old rubber bands (please don't wrap your cards in rubber bands). While players might accelerate setup by storing plastic miniatures and cards in the same bag, the game curator of the year 2200 will curse my name if I make them pry gooey plastic from cardstock. So, I separate the pieces by material so that they do not disrupt each other's degradation processes. Easy. Cards in one bag, painted wooden tokens in another, maybe a third for plastic bits. Rulebooks and advertisements for other games get placed in nice mylar sleeves. Hmm, storing plastic miniatures and cards in the same bag "might accelerate setup". I would argue otherwise. ▪️ Following promotional events with the Minnesota Timberwolves basketball team and the rock band Linkin Park, the newest CATAN marketing crossover is with Füchse Berlin, which _CATAN_ publisher KOSMOS describes as "one of Germany's most successful handball clubs". From the press release announcing this partnership: "Whenever Füchse heads out for an away game, this beloved board game is a staple in the players' bags — it is rare for an evening on the road to pass without a spirited game-night showdown." Image: KOSMOS Another excerpt from the press release: > The partnership focuses not only on visibility and branding, but above all on interactive experiences centered around home games. Planned activities include a "CATAN Connect" event featuring the team and fans, a "CATAN Trading Frenzy" during a home game, as well as prize draws and other engaging activities in the arena. ****Want more game industry news like this?**** Get Board Game Beat’s free posts by email — original reporting, game announcements, designer interviews, and industry news, with no tracking and no spam. Get up, sign up, sign up for your rights

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Call of Dread features nine miniatures for use with the HeroQuest game system

Avalon Hill Presents Call of Dread for HeroQuest

At SPIEL Essen 26, Avalon Hill revealed a new item for Stephen Baker's HeroQuest game system — **_HeroQuest: Miniature Pack – Call of Dread_**. Not much to say about this item due out in March 2027 as it doesn't seem to include new gameplay elements — only nine unpainted miniatures: skeleton, undead, zombie, abomination, goblin, orc, sorcerer, Dread warrior, and gargoyle. The press release I received for this item says "Requires _HeroQuest_ Game System to play", but...how do you play? What do they add to the game? (In case it's not clear, I've never played _HeroQuest_ , so I'm unsure why these miniatures would be appealing. Enlighten me, please!) _HeroQuest: Miniature Pack – Call of Dread_ retails for US$25. • • • • • • • • • • • • • • Side note: The Avalon Hill website is bizarre. The only links at the top are **HOME** and **PRODUCTS**. Click **PRODUCTS** , and I'm taken to a page on Hasbro's corporate website with links to twenty online retail sites and no information about which products I might find on those sites. Click **HOME** , on the other hand, and I receive this message: "Application error: a client-side exception has occurred while loading www.avalonhill.com (see the browser console for more information)." So useful! ****Want more game-related announcements like this?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking and no spam. Sign up

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Ghost Galaxy also plans to release Final Titan from Nerdlab Games

Ghost Galaxy Prepares New Edition of Battlestar Galactica: The Board Game

U.S. publisher Ghost Galaxy has come to an agreement with Universal Consumer Products & Games (part of NBCUniversal) and Fantasy Flight Games to publish a new edition of Corey Konieczka's Battlestar Galactica: The Board Game. _Battlestar Galactica: The Board Game_ debuted from FFG in 2008, adapting the Battlestar Galactica TV series that ran on the Sci-Fi Channel from 2003 to 2009 for tabletop play. Here is three-fifths of the press release announcing this news: > Ghost Galaxy has been working on an updated design of the classic game, which will be launched via crowdfunding in early 2027. > "I had the pleasure to oversee the publication of this phenomenal board game during its first lease on life", said Christian T. Petersen, CEO of Ghost Galaxy (and former CEO and founder of Fantasy Flight Games). "We're having a lot of fun returning to the great characters and story of Battlestar Galactica, and we're working hard to ensure that our new edition will make a great game design even better!" > "We're thrilled to have Ghost Galaxy take on this classic game", said Bill Altig, SVP of Narrative Games at Fantasy Flight Games. "We can't wait to see it back in print." The press release does not mention whether BSG's three expansions — Pegasus, Exodus, and Daybreak — will also return to print, whether as part of the crowdfunding campaign or elsewhen. I've ask Ghost Galaxy about their status and will update this post if I receive a response. • • • • • • • • • • • • • • Ghost Galaxy brought Nerdlab Games' Mindbug: First Contact to the North American market in 2023, and it's continued to release new standalone games, expansions, and accessories for this two-player fighting card game from Skaff Elias, Richard Garfield, Marvin Hegen, and Christian Kudahl to this day. At SPIEL Essen 26, German publisher Nerdlab Games will debut two new titles: The Beat: Rockstars of the Galaxy and Final Titan, with this latter title being a board game from Richard Garfield and Christian Kudahl in which 1-5 players draft three titans, then have them face off in head-to-head dice duels until only a single titan — one might even say, the "final titan" — remains. While Nerdlab Games will have _Final Titan_ available in both German- and English-language editions at SPIEL Essen 26, Ghost Galaxy notes that its edition will release in late November 2027. (Nerdlab's crowdfunding campaign update from 2 October 2026 suggests that games for backers will reach North America in November 2026, so I'm double-checking with Ghost Galaxy to see whether 2027 should be 2026 or whether it will have a separate edition at retail one year from now.) ****Want to see more game announcements like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking and no spam. Click to pick...

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The debut title from Pearl Games gets an overhaul from Ian O'Toole

Troyes Returns, Now with Ladies!

Belgian designer Sébastien Dujardin launched publisher Pearl Games in 2010 with Troyes, a 2-4 player game co-designed with Xavier Georges and Alain Orban, and sixteen years later _Troyes_ remains Pearl Games' best-rated game on BoardGameGeek. In October 2026, Pearl Games and Dutch publisher Quined Games announced a special edition of _Troyes_ that will be crowdfunded in February/March 2027. Quined Games is probably best known for its Master Print series of boutique games that started in 2007 with a fancy edition of Acchittocca's Leonardo da Vinci (co-published with White Goblin Games) and that most recently added a fancy edition of Rüdiger Dorn's Goa. _[Disclosure: Quined Games has advertised on Board Game Beat.]_ "_Troyes_ has always been a longtime favorite of mine, so this project is very close to my heart", says Rafaël Theunis of Quined Games. "Ian O’Toole is redoing all the artwork, and in addition to the full Ladies of Troyes expansion, this edition will include brand-new content and a solo mode." Mock-up component display for __Troyes: Special Edition__ Here's a closer look at the box cover: ****Want more game announcements like this?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking and no spam. Click here to move away from here

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Two long-lived designs from Haim Shafir will re-enter the North American market

AMIGO Partners with Maestro Media

U.S. publisher Maestro Media has announced a partnership with German publisher AMIGO for new North American versions of Halli Galli and Speed Cups, two highly successful designs from Haim Shafir. AMIGO has been in business in Germany for four decades, and it ran a U.S. division for seven years, opening in 2018 and shutting down at the end of 2025. In the wake of that closure, Pandasaurus Games picked up three AMIGO titles — Bohnanza, Saboteur, and 6 nimmt! Baron Oxx — and plans to release these new English-language versions in Q4 2026. Now Maestro Media is returning two other AMIGO titles to the North American market, with both scheduled for release in Q2 2027. _Halli Galli_ , which has sold more than eleven million copies since debuting in 1990, will appear under the name **_Fruit Punch_** , which is what AMIGO had titled the game in 2018. In _Halli Galli_ , players each have a deck of cards in front of themselves and they take turns flipping one card face up into a personal discard pile. If you ever see exactly five fruit symbols of the same type on the face-up cards, race to smack the bell in the center of the table to claim all played cards; if you hit the bell by mistake, you must give everyone else a card. Run out of cards, and you're out of the game. _Speed Cups_ , which first appeared in 2013, is another real-time design, a genre Shafir has specialized in over the years. Each player has five plastic cups in different colors. On each turn, someone reveals a card from the deck, then everyone races to arrange their cups in the same pattern, claiming the card if they're the first to do so. Have the most cards after the 24-card deck runs out, and you win. Here's an excerpt from the press release announcing this partnership: > "AMIGO has spent decades making games that families around the world know and love, and partnering with them is a milestone for Maestro Media," said Javon Frazier, CEO of Maestro Media. "We've built our business on connecting great games with the players who will love them. This partnership lets us do that with some of the most proven titles in the industry, and _Fruit Punch_ and _Speed Cups_ are the perfect place to start. These are games that get everyone at the table laughing and competing within seconds." > "North America is an important market for AMIGO, and we wanted a partner who knows how to reach players there and shares our belief in simple ideas that create unforgettable moments," said Cristiano Scibetta, CEO at AMIGO and responsible for the sales division — both domestic and international. "Maestro Media has shown it can take a beloved European game and make it feel at home with North American families. We're excited to begin with _Fruit Punch_ and _Speed Cups_ , and we look forward to what we can build together." If you're curious to see something else from AMIGO in North America, Maestro Media might have you covered for the end of the press notes that "_Fruit Punch_ and _Speed Cups_ are the first titles under the partnership, with both companies already exploring further opportunities to bring more of AMIGO's catalog to North American players." ****Want more game business news like this?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Sign up!

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German publisher Clemens Gerhards adds more beautiful games to its catalog

Pair Dancers, Dominate Squares, and Race to the Core

In something of a tradition, I post about new titles from German publisher Clemens Gerhards, a.k.a. Gerhards Spiel und Design, just a couple of days prior to the opening of the annual SPIEL game fair in Essen, Germany. SPIEL Essen 26 opens on 22 October 2026, so it's time I did my thing. ## Rivolto The headliner for 2026 is probably Rivolto, a new two-player design by Alessandro Rizzi that plays in 10-15 minutes. To set up, fill the 24 holes on the 5x5 game board with black and white discs at random. Players then take turns placing a larger disc on the board that's black on one side and white — well, swirly white and black — on the other. The player can place either side face up, and: * If the color placed matches the color covered, then all other large discs in the same horizontal and vertical columns are flipped over. * If the color placed is not the color covered, then all other large discs in the diagonals passing through the just placed disc are flipped over. Thus, the colors of the placed discs changed repeatedly throughout the game. Whoever has more of their color showing after all 24 discs have been placed wins, with a tie being possible. ## Quint-X (travel edition) Hartmut Kommerell's Quint-X first appeared in 2013 under the name **_Katalon_** from Mathematikwettbewerb Känguru e.V. before gaining a Clemens Gerhards edition in 2014. This new edition is smaller and therefore cheaper. _Quint-X_ falls into a style of abstract strategy game I'll call "directed play", with one player's move determining where the other player can make their move. The game board features five overlapping squares, with five holes in each square, although some squares share a hole due to their overlap. Players alternate turns placing pegs in holes, and if a player places their peg, say, in the upper left hole of a square, then the next player must place a peg in the square in the upper left location on the game board, with that placement directing where the first player must place their peg. (If the first player places a peg in overlapping squares, they indicate which square is intended, then things carry on from there.) If you would be directed to place in a square that's full, you remove one of the opponent's pegs and replace it with one of yours. If you fill all five spaces of a square with your pegs or have no pegs to place on your turn, you win. If all pegs have been placed with no winner, whoever has a majority of their pegs in at least three squares wins. ## Cha-Cha-Cha In addition to games, Clemens Gerhards publishes puzzles that use similarly snazzy wooden components, and its newest such puzzle comes from Oliver Schaudt, who has had two previous publications by Clemens Gerhards: Semiramis in 2011 and Sia Doble in 2012. **_Cha-Cha-Cha_** is a logic puzzle that challenges you to pair (colored) dancers on the fifteen-square dance floor. Start with as many color peg pairs as you wish, then take white pegs until you have fourteen; shuffle those pegs, then place them in holes at random. Each turn, pick up a peg and move it in a "knight's move" — two squares orthogonally in one direction, then one square in a perpendicular direction — to land in the empty hole. (Alternatively, you could think of starting with the hole, seeing how many pegs are a knight's move away from it, then moving one of those.) If all of the colored pegs are paired adjacent to one another, you've solved the puzzle. White pegs are considered to be free dancers and don't have to be paired. _Cha-Cha-Cha_ includes six pairs of colored pegs and twelve white pegs, so you can increase the difficulty pair by pair until you're trying to pair seven couples at once, counting two white pegs as the seventh pair. What's more, you can take on the "formation dance" challenge that requires couples to be paired all horizontally or all vertically. All set-ups can be solved. ## Raupenrallye Puzzle Lilly Schauf's Raupenrallye Puzzle is a new take on Sascha and Elke Schauf's 2010 game Raupenrallye ("Caterpillar Rally"). __Raupenrallye__ and __Raupenrallye Puzzle__ In the original _Raupenrallye_ , two players compete to get their caterpillars to the apple core first, rolling the die to determine how far they move from the skin toward the core, with special rules when you roll 4s. _Raupenrallye Puzzle_ expands the player count to 2-4, with players still trying to reach the core first with their seven caterpillars. To set up, fill the sixteen holes on the game board at random with colored discs. The die you roll each turn determines where one of your caterpillars moves: * One of the four colors? Move a caterpillar from off the board to a space matching this color or move a caterpillar in a line toward the core to land on this color. If all of those color spaces are occupied, as with blue in the image above, move a caterpillar from off the board or in a line to the core. * The clover? This functions as a joker, so name a color, then do what's described above. * The caterpillar? Remove one caterpillar from the board and return it to the player's supply. If you place three or four caterpillars of your color in a line — with purple being set up to do in the image above if they roll yellow or clover — those caterpillars supercharge their munching powers and feast, jumping straight to the core. ****Want more game announcement coverage like this?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking and no spam. Wood you like to sign up?

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An overview of what personalized pricing is and why it should be prohibited

GAMA Opposes Personalized Pricing

On 19 August 2026, the United States Federal Trade Commission (FTC) posted its "Proposed Enforcement Policy Statement Regarding Personalized Pricing" and invited comments from the public through 25 September 2026. During that time period, the FTC received nearly 4,600 comments from individuals and organizations, including a lengthy response from GAMA: The Tabletop Game Association. (While GAMA's response is dated 21 September 2026, I first saw its response in a newsletter GAMA sent out on 6 October 2026.) _Personalized pricing_ — also known as "customized pricing", "dynamic pricing" or "surveillance pricing" — is a practice in which a business sets different prices for the same product or service based on individual customers' purchase history, location, browsing behavior, and other data. The general idea is that a business wants to make as much money as possible, so if it thinks a particular customer would be willing to pay more than the "average" customer, it could charge that particular customer a higher price. Conversely, a business might offer a price-averse customer a lower price to try to woo that person away from a competing product. Here's how the FTC summarizes its proposed enforcement policy: > There is growing public concern that modern data collection and processing capabilities can allow businesses to set personalized prices based on analysis of consumers' personal data and resulting conclusions, such as estimates of how much an individual consumer is willing to pay for a product or whether that consumer is likely to engage in comparison shopping. Although personalized pricing is a long-established norm in some markets, it is not in many others. Personalized pricing in the latter markets would therefore run contrary to longstanding practice and consumers' reasonable expectations that the price they see for a product or service is the same price that any other consumer at the same place and time would see. > Congress has not given the Commission the authority to prohibit personalized pricing in all circumstances, but the Commission intends to enforce the law aggressively against any deceptive or unfair personalized pricing practices that violate Section 5 of the FTC Act or any other law enforced by the Commission. Where consumers reasonably expect that prices for a product or service will not vary based on their personal data, businesses that engage in personalized pricing should clearly and conspicuously disclose not just that the price is personalized, but also the basis for that personalization and the types of data on which the personalization is based. The failure to make these disclosures is likely to constitute an unfair or deceptive act or practice in violation of Section 5. The Commission intends to deploy enforcement resources in a manner consistent with this conclusion. [link added] I sampled twenty-ish comments on the FTC site, and most of them were short comments expressing, as the FTC put it, "growing public concern" in the form of blunt opposition, as with this comment: > I am writing to oppose the plan to personalize pricing. This will lead to an increase in prices, providing more profit to businesses without any benefit to average shoppers. And this one: > Please ban surveillance pricing. Such pricing exemplifies unfair pricing practices. No one should not have to pay more based on who someone is — or who a company thinks someone is. And this, the briefest comment I've seen: > Personalized Pricing is un-American. It must be banned. I'm sure many would argue that personalized pricing is as American as you can get, but I don't need to travel down that road as the Cato Institute has already done so in an eight-page response that includes distractions such as this: > Consumers rarely know why a product is priced at a certain amount. Companies are not deemed to be deceiving consumers when they do not disclose that prices rose due to a supply disruption, if shipping costs or tariff duties increased, or if a viral social media video drove up demand in a way they could not keep up with. Similarly, a firm may act for subjective reasons, such as believing it could increase profits by sacrificing sales volume to raise margins on each sale, and still not be deemed deceitful. They could take this bet with or without access to consumer data. Thus, the Commission is singling out the non-disclosure of data-driven inputs as deceptive without explaining why other inputs are to be left unaddressed, other than by appealing to its novel theory of industry custom. This is nonsense. If shipping costs or tariff duties increase or demand for an item goes up and a company decides to charge more for that item, they're (historically) raising the price the same amount for each item sold, not charging you more while keeping the price the same for me. The same is true for a company that attempts to "increase profits by sacrificing sales volume to raise margins on each sale". They're raising the price the same margin for each buyer, so get out of here with this false equivalence bullshit. This is not personalized pricing, so stop wasting our time. The Cato Institute response also brings up senior, student, and veteran discounts as an example of the benefit of "personalized pricing", but those discounts tend to be explicitly posted by the seller so that potential buyers know ahead of time how someone qualifies for a discount, and that public disclosure is the very thing that the FTC is proposing and that the Cato Institute is opposed to. Anyway, on to GAMA's comment, which includes this straightforward statement: > GAMA opposes personalized pricing and supports efforts to prevent its usage in the areas identified by the Commission, even when such usage is disclosed. Cool, great! Strong and direct opposition to a practice that, by design, will cost people more money and make everyday shopping akin to the nightmarish experience that is buying a car or an airfare ticket, situations in which you always feel like you got ripped off no matter what you paid. Unfortunately, that sentence is only the first in a paragraph that continues as follows: > But the FTC's Proposed Standard is a step in the right direction. GAMA therefore supports this partial step, with the proviso that the FTC should specify that providing a basis for such personalization and how personalization decisions conducted must be provided to any individual in a comprehensive, personalized, and easily digestible written summary of how the company collects data on the individual, the databases queried or variables considered, any consumer categories built from that data for internal analysis, and what personalized pricing offers are made based on such assessments, and whether those offers result in higher or lower prices than those offered to an average customer. Businesses that wish to avoid their personalized pricing policies being designated as unfair or deceptive acts should be required to provide this information at no charge to the customer and, for those with online account systems, to place hyperlinks or similar access methods as prominently as they place options to login to an account or to make one. The Proposed Standard should also allow customers to opt-out of personalized pricing programs and prohibit data sharing between the data brokers and middlemen who actual crunch the data when they are servicing different clients. Ugh, so much for the direct opposition. DON'T LET COMPANIES DO THIS THING...but if you're going to let them do it, add feeble protective measures that seem meaningful, but don't actually stop the practice from taking place. All too often, government rules and practices are set up to favor businesses over people, and any suggestion of an "opt out" feature is a clear indication of this. Don't make people opt out of sales calls, mailed advertisements, email spam, and other nuisances of daily life; force businesses to have people opt in before such advertisements can be sent — and the same should go for the selling of a person's data. To quote from GAMA's statement: > The best practice in all data management is to give consumers as much control over their data as possible, including the decision not to have that data collected at all. While we are often loath to admit it in the tabletop gaming industry, sometimes the easiest way to win the game is not to play at all. Thankfully, GAMA does re-iterate its opposite to personalized pricing later in its statement, pointing out that protective measures will be as useful as the anti-gambling warnings during a Kalshi commercial: > GAMA opposes personalized pricing practices, as defined by the Proposed Standard, whether or not those efforts are disclosed. The Proposed Standard would require businesses to "clearly and conspicuously disclose" any personalized pricing practices. Personalized pricing is anti-consumer, and businesses should not engage in it. GAMA believes that the FTC has the authority to declare the use of personalized pricing as an unfair or deceptive act or practice and should do so, despite the FTC's statement that "Congress has not given the Commission the authority to prohibit personalized pricing in all circumstances." Any personalized pricing disclosure, no matter how well-designed, is unlikely to be communicated to consumers in a manner that adequately educates them of the broad expanse to which their data may be used. The FTC has broad authority to investigate and prohibit deceptive business practices. The FTC should reconsider its conclusion that it lacks the authority to designate all personalized pricing practices as unfair and deceptive. In its statement, GAMA points out that it represents both publishers and retailers in the game industry, and allowing personalized pricing could place the two groups in conflict: > Personalized pricing practices will damage GAMA member companies by undermining trust between consumers and retailers and between consumers and publishers that engage in direct sales and by further tilting the playing field in favor of large commercial operators. The comment window is now closed for the FTC proposal, but if you live in the United States I encourage you to contact your local and federal representatives to express opposition to personalized pricing. Three states — Connecticut, New Jersey, and Maryland — have passed (limited) restrictions on the use of personalized pricing by certain businesses, and more states are considering such measures. Robbie Sequeira's article about the three states' restrictions includes this closing paragraph: > Consumer advocates say surveillance pricing is difficult to detect because shoppers generally cannot see what another customer is being charged. Retail and technology groups have argued that overly broad restrictions could interfere with discounts and rewards programs and be expensive for businesses to comply. "Overly broad restrictions could...be expensive for business to comply." Here's a solution: Don't adopt personalized pricing. If you don't, those restrictions are a non-issue. We all know that businesses are investing in this practice solely because they expect to earn more from adopting it, and the only way they earn more is by buyers like us paying more, specifically by some of us paying more than others. By chance, I just finished reading Bruce Sterling's 1998 novel _Distraction_ , and this passage from nearly thirty years ago sounds prophetic today: > It had never occurred to the lords of the consumer society that consumerism as a political philosophy might one day manifest the grave systemic instabilities that Communism had. But as those instabilities multiplied, the country had cracked. Civil society shriveled in the pitiless reign of cash. As the last public spaces were privatized, it became harder and harder for American culture to breathe. Not only were people broke, but they were taunted to madness by commercials, and pitilessly surveilled by privacy-invading hucksters. An ever more aggressive consumer-outreach apparatus caused large numbers of people to simply abandon their official identities. > It was no longer any fun to be an American citizen... ****Want more articles like this?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking and no spam. Hey pal! Give it a try...

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New golf-style card games for 2026 from 2F-Spiele and KENDi

Ditcho Cardso with Flixo & Wendo

I've written frequently about golf-style card games — games like Skyjo in which you try to manipulate cards in a personal display to score the fewest points possible — and two new entries in the genre will be sold at SPIEL Essen 26, which opens on 22 October 2026. ## Flixo Flixo is one of three releases from designer Friedemann Friese's 2F-Spiele, with the other two games being Fishing 2 (covered here) and a new edition of Fearsome Floors, which first appeared in 2003. [_Disclosure: 2F-Spiele hired me to edit the English-language rules for all three games.]_ _Flixo_ has the distinction of being a co-operative golf-style card game, the first such that I've seen. Each of the 2-5 players receives nine cards face down that they place in a 3x3 grid, then they each reveal two cards. Cursed number cards called "Flixos" have been shuffled into the cards initially dealt out, and players collectively try to banish Flixos, while also eliminating cards from their grids. Image from the __Flixo__ rulebook On a turn, either place the top card of the discard pile face up into your grid while discarding the card that was in that spot, or draw a card from the deck and use it or discard it. If a Flixo is on top of the discard pile, the next player must pick it up and add it to their grid. That might seem bad, but perhaps they can use that cursed number to create a row or column of cards with the same value, thereby removing these cards from the game. Yes, in most golf games you don't want to give others good cards, but in _Flixo_ the players receive a group score at game's end based on the sum of all cards still in grids — although if a grid still has two rows and two columns along with a Flixo, the team loses the game instead of counting points. Thankfully, when you remove a row with a Flixo, the players collectively choose one face-down card, then look at it, giving extra info to help all of you decide what to discard when. The game includes rules for upping its difficulty by adding more Flixos (which removes more number cards) and/or not using the -1 and 0 cards, which will probably increase your endgame score. ## Wendo Cards in golf games mostly start face down, but in Jannik Walter's **_Wendo_** , a 2-5 player game from KENDi, the back of each card shows two digits, with one of those digits being visible on the card's front side. Each number combination appears twice, with each number visible on one of the cards. Each player is dealt ten cards, then chooses nine of them — without looking at the fronts! — and arranges them in a 3x3 grid, looking at the tenth card, then placing it on the side as a spare. On a turn, either you turn one of your grid cards face up to reveal which number is on it or you discard one of your grid cards (turning it face up, if necessary, should folks want to track such things), then draw the top card of one of the two draw piles and place it face up in the empty space, as follows: Image from the __Wendo__ rulebook Once during the game, when taking the latter action, you can place your spare card instead of drawing from the decks. As is custom in golf games, when you create a row or column of the same value, those cards vanish, then the grid compacts, possibly creating another line that needs to be removed. When one player has removed all of their cards, the round ends. They score 0 points, while everyone else turns all their cards face up, then scores the sum of these cards. Play multiple rounds until someone has 60+ points, at which time whoever has the fewest points wins. This is KENDi's second take on a golf game, following staff developer Reinhard Staupe's Blanco in early 2025. (_Skyjo_ has been incredibly successful since its debut in 2015, so I guess the name format of these three games —(word)-O — is meant to signal that this is the same type of design.) ****Want more game announcements like this?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking and no spam. Learn more

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Japanese publisher itten prepares a trio of skinny games for SPIEL Essen 26

Don Your Chain, and Go Skating Indoors

Game Market takes place in the city of Chiba on Tokyo Bay on 17-18 October 2026, and one publisher you'll find on hand there — then at SPIEL Essen 26 the following week! — is itten, which I've covered for a decade thanks to its playful creations that seem unlike anything else on the market. Art and graphics for all three titles by Yoshiaki Tomioka For late 2026, itten has three new titles in its "Funbrick" series of long skinny games, and we'll start with My Extreme Skatepark, some of the components of which you can see in the image at top and a mock-up gameplay example of which you can see in the image below. No brain bucket required! Yes, in this design from Daniel Arosteguy Pino and Naotaka Shimamoto for 2-4 players you launch your skateboard from your hand, scoring points based on whether you touch, lean on, or land on the boxes. Each successful trick lets you remodel the park, with dice on surrounding obstacles giving you an additional way to score. (I'm sure you can imagine how!) Each turn in Music Nonsense from Yoshiaki Tomioka and Mandy Tong, one player creates or plays a tune on the box xylophone (!) based on the letter-and-number combination they draw, then they change one of the words and play another tune. Will the difference between the songs help the guessers identify which words the player was trying to communicate? Mystery Chain is a design by Paul Schulz, Arno Steinwender, and Mandy Tong in which the active player each round uses the "mystery stick" to move a linked chain and create an image matching their secret word. This player has thirty seconds in which to create an image, but those thirty seconds come in ten second chunks. After the first two pauses, other players reveal word cards from their hand, earning one "assist point" if the active player thinks a word is a good clue. Ideally you can guess the secret word as well, but if not, you still might not be shut out for the round. _Mystery Chain_ is a re-iteration of Outlines, a Schulz and Steinwender design that moses. Verlag released in 2022. That game was simpler in that it had only a drawer and guessers, but adding the word clues seems like a great upgrade to the design as then the guessing isn't all or nothing, score or don't score. What's more, the assist points encourage the guessers to contribute to a successful round. In effect, you get partial points for a correct-ish guess along the path toward the answer. By chance, I ran into Paul Schulz one morning at (I believe) SPIEL Essen 24 while chatting with other designers. He took out the chain and wooden stick from _Outlines_ , and soon we were all taking turns playing with the chain, not from a gaming perspective, but simply due to the pleasurable challenge of trying to shape the chain into an image while touching it in a limited way. This is the type of thing people do for fun all the time, and it's neat to see it gamified this way. Finally, Naotaka Shimamoto's Crash Octopus — which I wrote about in 2020 — has been reprinted after being out of stock for a couple of years and is available once again. In the game, cargo is scattered about in the ocean, and you want to be the first to collect all five types of cargo, with the octopus sometimes flailing about on the table and knocking cargo off your boat through the assistance of opponents. ****Want more game announcements like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking and no spam. Sign up

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Designers and publishers put new twists on a quintet of gaming successes

Expand Carcassonne, Faraway, Toy Battle, Feya's Swamp, and Duel for Middle-earth

Here's a round-up of additions to games you might already own — or, in case you're looking for holiday gift suggestions, that someone you know owns: ▪️ As part of its "Let's Play Mittelalter" (Middle Ages) event that opened 9 October 2026, the Europäisches Hansemuseum in Lübeck, Germany has a new Carcassonne expansion for sale in its shop courtesy of designer Klaus-Jürgen Wrede and publisher Hans im Glück. **_Carcassonne: Die Hanse / The Hansa_** transforms Carcassonne into a Hanseatic citym, with players picking up barrels of goods as they complete roads and cities, then loading them into ships to (hopefully) score points. (Here are rules in DE and EN.) "Let's Play Mittelalter" runs through 31 October 2027. ▪️ On 26 February 2027, Repos Production will release **_The Lord of the Rings: Duel for Middle-earth – Journeys_** , the second expansion for Antoine Bauza and Bruno Cathala's The Lord of the Rings: Duel for Middle-earth. The only description I've seen of this item so far is that it includes "new events and new opportunities to travel through Middle-earth". Art by Vincent Dutrait ▪️ Repos Production has also teased a goodie for Paolo Mori and Alessandro Zucchini's Toy Battle that will be available at SPIEL Essen 26. Screenshot from Repos' promotional video ▪️ Helge and Anselm Ostertag's 2025 game Feya's Swamp from Fractal Juegos was the talk of SPIEL Essen 25 — partly because it was in such short supply — but now the game has been available on markets around the world, and in 2027 the Ostertags and Fractal Juegos will release Feya's Swamp: Mushroom Forage, which adds two new clans to the game; three types of mushrooms for trade, temple offerings, and objectives; and two new rules ("Fishing Progress" and "Construction Tax" that you must use with the expansion and can add to the base game as well. If you're not familiar with _Feya's Swamp_ , you can check out my August 2025 write-up or video. Art by Mihajlo Dimitrievski ▪️ At SPIEL Essen 26, French publisher Catch Up Games will have a new expansion for Johannes Goupy and Corentin Lebrat's 2023 game Faraway. (For background on how to play, check out my overview from Gen Con 2023. You should also look at artist Maxime Morin's Faraway diary, which is phenomenally interesting.) Faraway: Beyond the Veil, the third _Faraway_ expansion, features thirteen spirit cards, with two spirits being available on the table each turn. If the card you add to your tableau satisfies an available spirit's requirement — such as three cards numbered higher than 40, four stone resources, or three green cards — you tuck the spirit under the card you just played. Effectively, these two cards are now merged into one, with each spirit card bearing a scoring condition that triggers at game's end (as with the cards you normally play), while possibly also contributing symbols that will help satisfy or boost other scoring conditions. After Catch Up Games releases an English-language version of _Beyond the Veil_ at SPIEL Essen 26, Pandasaurus Games will release it in North America in Q4 2026. Art by Maxime Morin ****Want more game announcement coverage like this?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking and no spam. I am a button. Click me!

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Ghosts come to Got Five!, sticks and gems fall in holes, and shells get shifted

Blue Orange Games Reveals Early 2027 Line-Up

Ahead of SPIEL Essen 26, the European branch of Blue Orange Games has announced a half-dozen titles for release in early 2027. Let's do an overview of these games now, then look for more details down the road, presumably during FIJ, the annual game convention in Cannes, France that will take place in February 2027. ## Got Five! Ghost Yoann Levet's game Got Five!, which debuted in early 2026, is a fantastically simple deduction game that I've played more than twenty times on a review copy, with the game generally going over well with gamers and casual players alike. In short, during set-up you receive five tiles — one in each five colors — organized from low to high with the digits — which range from 1-60 — facing away from you. Your challenge is to determine which values you have before anyone else can guess theirs. An example of __Got Five!__ 's gameplay I still intend to review the game, but in the meantime Blue Orange is plowing on with an expansion. Got Five! Ghost consists of plastic, ghost-shaped shields, and you use them to cover the lowest and highest tiles on an opponent's board before placing their rack in front of them — which would make gameplay far more challenging since you can often derive a decent chunk of information from the order of your tiles. For a more challenging game, you'd cover the middle ghost as well. (After that, play with your eyes closed and guess numbers at random.) ## Fifty Shells Claude Leroy has designed many abstract strategy games over the past four decades, with Gygès — his best-known game — having debuted in 1985. His designs rarely have settings, but Fifty Shells has a modest one: Walk on the beach, and pick up a valuable collection of shells and pearls. In this 2-4 player game, fifty shells numbered 10-59 are stacked on the game board. On a turn, choose the top shell from a column, look at its tens digit, then move the shell orthogonally that many spaces. You can cross empty spaces, but not retrace your path. To end your turn, collect the shell you moved and the shell that was covered. (If none of your available shells can move, collect any two shells from the board.) Consecutive numbers form 1-3 pearls, and when only two shells remain on the board, the game ends. Whoever has the most pearls wins, with the tiebreaker being whoever has the longest string of consecutive numbers. ## Drop Maze Many BOG titles for younger players have toy-like components, such as Laurent Escoffier's Block Ness, which I reviewed in 2021. Drop Maze, which is from the design team 7Towns, falls into this category. Art by Simon Douchy The game board has 49 holes, with the hidden surface underneath featuring pits that you can fall into. Players take turns either adding a stick to a hole in their starting line, moving a stick on the board to an adjacent space, or placing a blocker in a free space. If your moved stick falls into the box, that stick is gone. (I'd like to imagine that the doomed stick will now support another stick that jumps onto its head, but I don't know whether that's true.) Lose all your sticks, and you're out of the game. Whoever first reaches the opposite side of the game board or outlasts everyone else wins. ## Castle Pop Castle Pop comes from debut designers Rinat Alima of Onion Design Lab and Tom Dor, and it also features a wealth of plastic for play. Art by Pauline Détraz _Castle Pop_ 's game board features seven castle towers surrounding a golden crown. Each player has a supply of colored gems, and on a turn you drop a gem into one of three unlocked towers, with your choice determining what is unlocked for the next player. Once all the gems have been dropped, you reveal the contents of each tower; whoever has placed the most gems moves one of those gems to the central crown...but in a tie for most gems, whoever has the second most gems in a tower places their gem in the crown instead. Players retrieve their remaining gems, and whoever won tower 7 starts the second and final round, which is resolved the same way as the first. Whoever then has the most gems in the crown wins, with control of tower 7 giving victory to its holder in case of a tie. ## Check It If You Can Each BOG release line-up has one party game on it, and Check It If You Can checks that box on its early 2027 list. The game debuted in 2024 as レンソウビンゴ ("Rensou Bingo") from Arclight Games, and now this design from Namiki and Soma will have a French and English release as well. Art by ? and Simon Douchy Each of the 3-7 players has a bingo card, and whoever first checks off an orthogonal or diagonal line on their card wins. How do you check boxes? By matching the right number of people on a turn. Players take turns being the "caller", drawing a theme card and choosing a theme for the round, such as dog breeds or words that start with specific letters. Everyone writes an answer, then you reveal them, seeing how many other players also gave this answer. If you have a number on your bingo card matching this value, you can check it off. (Your card also has checks for your left- and right-hand neighbor.) You can mark only one box on a round. ## Mimi Dice In addition to one party game, BOG typically features one real-time game in its line-up, and for early 2027 that is Mimi Dice from Josep M. Allué and Dani Gómez. To set up, spread thirty cards on the table, with each card showing a pose by the cat Mimi on its visible side and a surprise on its other side. Someone rolls the Mimi die, then everyone races to grab a card showing the pose rolled, with the fastest correct player revealing the surprise on the back of the card. Did you find kittens? Great — they're worth points at game's end, whereas mouse points must be given to another player and the dog is returned to the table. When someone has five cards, you tally points. ****Want more game announcement coverage like this?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking and no spam. Sign up

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Cranio Creations features Italian creators in two involved strategy games

Oil Rock with Dueling Lorenzos

In 2016, Italian publisher Cranio Creations released Lorenzo il Magnifico, a well-received game from designers Flaminia Brasini, Virginio Gigli, and Simone Luciani that has received one large expansion and eight small ones over the years. Cranio Creations is marking the game's ten-year anniversary by promoting Lorenzo il Magnifico: Prima Lux, a collected edition of the base game and all expansions with new art that will be available exclusively via crowdfunding. But that Gamefound campaign also features Lorenzo il Magnifico: Maiestas, a design from Brasini, Gigli, and Luciani that essentially replaces _Lorenzo il Magnifico_ as unlike _Prima Lux_ , it will be available at retail outlets in the future. Here's an overview of the setting and gameplay: > Each player leads a noble family competing for prestige and fame, earning points from the deeds your family accomplishes, not from titles alone. To this end, you'll send family members into the city to secure resources, recruit powerful characters, construct buildings, and answer the demands of the Church. Each area of town offers different opportunities, and every choice shapes the fortune of your family, with planning and timing being key to your success. How does _Lorenzo il Magnifico: Maiestas_ differ from the earlier game? Cranio Creations says that it: > ...incorporates all the mechanics of the original game, draws on the experience gained from 10 years of feedback, selects the most popular expansions, and develops them into a new game with a modern feel. > Numerous small changes — such as new costs for visiting an occupied tower or the revamped production and work areas — reduce the feeling of limitation present in the original game. The increased number of development cards transforms a predictable flow into an ever-changing tactical exploration. The additional leaders and the different abilities of the houses add the finishing touch to this variety. Regarding the development cards, _Lorenzo il Magnifico_ used 96 cards, with eight cards of each type — territory, building, character, venture — for each of the three ages. _Maiestas_ instead includes twelve cards of each type for each age, with some cards being from base _Lorenzo_ , some from expansions, some rebalanced, and some new. During set-up, you randomly take eight cards from each pile of twelve, thereby randomizing which development cards are available each game. Cranio Creations expects to ship the various _Lorenzo_ s, including a boxed pair and a "Deluxe Items Box" in late 2027 and early 2028. • • • • • • • • • • • • • • Much earlier than that, Cranio Creations will release Oil Rock, the debut design of Marco Piola Caselli, at SPIEL Essen 26. Here's an overview of this 2-4 player game: > Take control of an expanding oil company and set out to dominate the market, optimize every phase of the refining chain, and build your reputation. To do this, you must position yourself strategically on the action wheel to activate the most effective moves at the right time and expand your influence on the map, thereby positioning yourself in key areas to gain exclusive advantages and new development opportunities. Art by Giovanni Calore and Klemens Franz > Along the way, you'll build new drilling rigs, develop increasingly efficient turbines, and enhance your refineries to increase production efficiency. Every action you take contributes to your company's growth, transforming your choices into concrete advantages turn after turn. Your reputation in the game is tracked via a character notebook, which works like a flipbook. Each player starts with one of six characters at level I, and as you advance on the progress track, you'll flip your notebook to a new page at various points, boosting the income you receive at the start of each round. Placing actions on the action wheel at the start of play (image: Cranio Creations) Each player manages their own drills and refineries, while competing for office space on a shared game board of twelve regions. Players have a number of assistants and managers, and they take turns placing them on the action wheel. Assistants can go only directly on an action, while a manager can occupy the circle between two actions, carrying out both of them and giving progress to opponents in adjacent spaces. As an aside, I'll note that I was confused by the phrase "Oil Rock" as it was unfamiliar. Online searches didn't result in a meaning, but they did turn up Neft Daşları, a town in the middle of the Caspian Sea in Azerbaijan. (The town name can be translated as "oil rocks".) From Wikipedia: > The first large-scale geological study of the area was conducted in 1945–1948. The settlement of Neft Daşları was built after oil was discovered there on 7 November 1949 at 1,100 meters (3,600 ft) beneath the Caspian Sea. It became the world's first offshore oil platform. My brain has been expanded... ****Want more game announcements like this?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking and no spam. Learn more...

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Who wants to play what? An overview of responses from Beat readers

Survey Results: What Kind of Board Gamer Are You?

In mid-August 2026, I surveyed Board Game Beat readers on their game preferences and how they learn about and acquire new games. Ideally I can use this info to guide what I cover in the future, although I'm also guided by what gets commented on, which posts get clicked the most, what's available to write about, and what calls to me. ## How Many, How Often, and How Difficult Admittedly I'm surveying a niche audience here on a website devoted to hobby board games, so it's no surprise that 87% of the 141 respondents state that they **own** more than one hundred games, with that 87% split evenly into thirds in the groupings "101-250 games", "251-500 games", and "more than 500 games". The same percentage (87%) reports a **game-playing frequency** of at least once a week, with 7% playing "about once a day" and an additional 7% playing "multiple times per day". I'm jealous! In terms of **ideal playing time** , 41% say "1-2 hours" and 30% say "30-60 minutes", while "2-3 hours" is best for only 8% and "under 30 minutes" only 3%. The **player count** preference is 43% for 3-4 players, 33% for 2 players, and 9% for solo. A decent percentage of people say "It depends" for both playing time (18%) and player count (10%). That "It depends" percentage is much higher when it comes to **game complexity** , with 28% choosing "I play all over the map". Perhaps unsurprisingly, 70% of respondents chose a preference from "light-medium" to "medium-heavy" — specifically "light-medium" (22%), "medium" (30%), and "medium-heavy" (17%) — leaving only two people to choose "heavy" and one to choose "light". You know who you are! Interestingly, of the 24 people who chose "medium-heavy" as their favorite level of game complexity, 17 of them said they prefer 1-2 hour games. In case it wasn't already clear, game difficulty and playing time don't scale evenly, something any Innovation player already knows. (Thinking about the crossover between these two concepts, I recall games of War with my brother that would last for hours due to us losing aces back and forth in battles. I wonder how my experience of gaming in the 1970s as a child would differ from playing today as a child...) __Wingspan__ cover art by Natalia Rojas These complexity ratings are all relative, of course, as I gave no examples of what qualifies as "medium". On BoardGameGeek, Wingspan is judged as light-medium or medium by 95% of respondents (with that number split evenly), whereas twice as many BGGers view CATAN as light-medium compared to medium, with 10% even rating it as "light", which seems nuts to me. (I'd love to see a study that takes gamers unfamiliar with _CATAN_ , _Wingspan_ , and other modern titles into a one-way-mirrored room and film them learning these games from the rules, then playing them. Who wants to fund this?! Designers often talk about the value of blind playtesting in terms of feedback, but I don't know anyone beyond Matt Leacock who actually has playtesters film themselves.) (Alternatively, we could just ask actor Mandy Patinkin to film himself learning more games as his 2022 video about learning _Wingspan_ provided a clear example of how challenging a "light-medium" game can be. Using this video as a prompt, designer Jeff Warrender riffed on this topic in his BGG blog.) ## Recent Purchases Circling back to game ownership, I asked how many games people have **purchased in the past twelve months** , and the answers broke down as follows: * 11-20 — 29% * 6-10 — 21% * 21-40 — 21% * more than 40 — 19% * 1-5 — 9% Two-thirds of the people who answered "more than 40" also said that they owned "more than 500 games". The other one-third will perhaps fall into that category soon! Only 4% of respondents said that they never back **game-related crowdfunding projects** , while 19% said they back less than one per year. Scaling up in numbers, 35% say they back 1-3 such projects annually, 30% back 4-10 projects, and 11% back more than ten projects per year. As for "**what most often puts a game on your radar** ", a question that invited people to tick three categories, BGG was named by more than two-thirds of respondents (96 out of 141), with the other top categories being: * Board game websites or blogs — 67 * YouTube or other video channels — 57 * Crowdfunding platforms — 40 * Friends and game groups — 35 * Publisher/designer social media or newsletters — 30 * Podcasts — 28 * Conventions or demos — 26 That's a decent gap between the first and second choices, suggesting that BGG is the prime driver for game discovery, but I'll again point out the nature of this niche audience. I constantly run into people who play games, yet have never heard about BGG. The only way you might have a "neutral" or "non-skewed" audience for this question is to stop people on street corners and ask them. Heck, maybe this should be a future project just for giggles. I can imagine a four-question survey to keep things brief: * Do you play board games and card games? * Which game have you played the most? * What's the newest game you've played? * How did you find out about this game? To close, I'd invite them to play Happy Salmon, Grabble, or some other two-minute game that you could play standing up to give them a taste of what else exists. An earlier attempt to introduce people to new games, with me running a game club at my son's school in 2018. Going back to "what puts a game on your radar", I was surprised to see "Reddit, forums, or other online communities" chosen by only 6 people, which was also true for "retailers or local game stores". With an online survey, perhaps the latter result was to be expected, but I thought Reddit would rank higher given the size of its audience. I appreciated seeing "board game websites or blogs" chosen more than "YouTube or other video channels" since I personally prefer written info over video. One respondent elaborated along these lines: "Not the hyped previews and videos, but I'd rather wait a year until more ratings and comments and WRITTEN reviews are out." That's one way to reduce the number of games you purchase: Add every title you're interested in to a one-year waiting list. Instead of operating under FOMO (fear of missing out), you can choose WORF (waiting on reviews and feedback). To be clear, the choice of writing over video is (probably) another result driven by where this survey took place. Someone running this survey on their YouTube channel would get a different ratio. I followed up the "game on your radar" question by asking "**What most influences whether you actually buy a game?** ", with respondents once again being able to choose three answers. Here are the top choices: * Gameplay or mechanisms — 103 * Reviews or previews from board game media — 58 * Designer — 53 * Player count or suitability for my group — 41 * Artwork, components, or production quality — 38 * BoardGameGeek ratings or community buzz — 21 * Theme or licensed IP — 20 * Publisher — 20 * Recommendations from friends or my game group — 16 * Trying or playing the game first — 16 So BGG brings about game awareness, but BGG ratings on their own don't cut it, which makes sense. After all, most of the top 100 ranked games on BGG leave me cold as my tastes don't line up with the "average" BGG user, so awareness is only step one. One day prior to this survey going live, I wrote about a new edition of Alan R. Moon's Union Pacific that featured his name in a much larger typeface than the name of the game (with the publisher's logo also being relatively small). By a 2.5:1 ratio, survey respondents state that a game's designer matters more than a game's publisher, which ties in with Moon's thinking that publishers should do more to emphasize designers in their marketing. Emphasizing other creators who work on a game also matters to potential buyers. Says Luuk, "Use of AI or no credited artist is a dealbreaker for me." I'm surprised that "playing the game" is so low on this list. Maybe people looking at sites like Board Game Beat are the early adopters in their game groups, so no one else around them has the game on hand to try beforehand. ## What's Next on the Table I closed the survey by asking "**What's one game you're especially excited about right now?** " Amazingly, despite 110 games being named, only seven titles appeared more than once, with Eternal Decks being named three times and -60º, Gold Country, Drillers, Wingspan Pocket, Star Trek: Captain's Chair, Kingdom Come: Deliverance, The Queen's Dilemma, and Lands of Evershade being named twice. (I didn't complete this survey, but I'm also awaiting fulfillment of my _Eternal Decks_ pre-order from Portland Game Collective. No biggie — plenty of other games to play in the meantime.) Taking out the dupes, one hundred different games have people "especially excited", which is amazing to think about. So much variety! No wonder it can be so difficult getting the same game to the table again and again. Not everyone is as excited as you about your new arrival, and sometimes players give a title only one shot before deciding "not for me". Nearly all of the titles listed were released in the 2020s or newly available once again in the 2020s as with new editions of Hellas, Concordia, Dogs of War, Clank!, and Dale of Merchants. The oldest games I saw listed were 2003's Magna Grecia (a game I highly enjoyed and haven't played in far too long) and 1993's Stick 'Em (ditto), which makes me wonder: Have we gotten our fill of classics from the past, or do we not even consider them given the current deluge of creations to explore? (I have a review in progress of a 2004 game, so I'm swimming against this trend, but alternatively I could say that I'm leaning into one suggestion above: Wait twenty years before deciding whether a game merits coverage.) Art by MUJUNSHA ****Want more articles like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Click me!

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Return to Japan, where Richard Garfield brings more monsters to battle

Game Preview: King of Tokyo: Duel – Tokyo Bay

In August 2024, I previewed Richard Garfield's King of Tokyo: Duel, a two-player-only take on his 2011 game King of Tokyo, and just as _King of Tokyo_ saw a standalone sequel — King of Tokyo: Godzilla — released in 2026, a sequel to _Duel_ is hitting the market in Q4 2026: the less-than-elegantly-named King of Tokyo: Duel – Tokyo Bay. Guess you can't keep a popular (and well-selling) monster down. Art by Régis Torres, Markus Erdt, and Quentin Regnes x2 _Tokyo Bay_ mimics the format of _Duel_ , with two giant monsters bashing on one another repeatedly while playing tug-of-war over fame and destruction tokens, while _Duel_ mimics the gameplay of _King of Tokyo_ : Each turn, the active player rolls six dice up to three times, locking or re-rolling dice as they wish, then they carry out the results: * **Claws** damage the opponent. * **Hearts** heal you. * **Energy bolts** grant you energy cubes. * **Stars** advance the blue fame token. * **Wrecked buildings** advance the red destruction token. * **Exclamation marks** do something unique to your monster. One of the key features of _King of Tokyo_ is the dynamic tension of its dual victory conditions. If a monster is damaged enough to bring it to 0 health, it's out of the game, and if you're the last monster standing, you win. Alternatively, if you collect 20 points, you win. Those two victory conditions run perpendicular to one another, so you tend to focus on one, not both. If your dice rolls and the power cards you purchase with energy cubes give you points, you're probably not damaging opponents, and vice versa. Your "path to victory" each game depends on a double dose of chance and choice (via dice and power cards), as well as the actions of your opponents. King of Tokyo: Duel game board, with the fame track on top and the destruction track below The _King of Tokyo: Duel_ titles feature a similar dichotomy: You can win by damaging your opponent to death, or you can "pull" the fame or destruction tokens (or both!) close enough to you on their movement tracks that Tokyo residents acknowledge your superiority and your opponent slinks away in shame. That said, Garfield tied these two goals together more in _Duel_ than in _King of Tokyo_ as many power cards allow you to place "buzz tokens" on the tracks, sometimes shortening them, sometimes lengthening them, and almost always adding symbols to them. When you advance a token on a track and land on a symbol, you get that bonus, which might be additional damage to the opponent or hearts to heal yourself. Thus, one action can advance you toward both victory conditions. Gameplay example in __King of Tokyo: Duel – Tokyo Bay__ with mock-up, non-final components _Tokyo Bay_ ups this entwining of actions even further. Instead of having fixed fame and destruction tracks that you modify with buzz tokens, the tracks start with a floating platform in Tokyo Bay, then each time you would pull a token toward you, if that token would land in the water, you draw a wreckage tile, add it to the track, then move the token onto that tile and get that effect. Once a track has four tiles on it, that track is locked; if both tracks are locked and both tokens are at your end of the tracks — that is, in the yellow zone — you win, similar to _Duel_. But having only one token at the end of a track is still good for you. If you would advance that token again, you instead draw a wreckage tile, get its effect, then place the tile in front of you. If you capture three wreckage tiles, you win the game. On top of that third victory condition, Garfield has seeded additional victory conditions on power cards, one of which is visible above, with it giving you the win if you have less health than your opponent and two captured wreckage tiles. If you already hold one tile and purchase that card, your opponent needs to respond quickly with damage or token pulling, especially since a few power cards let you capture wreckage tiles regardless of where the fame and destruction tokens stand. Other power card-based victory conditions include: * Have 7 KEEP cards. * Have 20 health, with this card allowing you to gain more health than your starting value. * Have 18 energy cubes. * Capture one wreckage tile — but with a massive bonus/drawback: You must roll seven dice on your turn instead of six, and if you ever have a four-of-a-kind in your final dice result, you take 10 damage immediately. Another gameplay example of __King of Tokyo: Duel – Tokyo Bay__ with mock-up, non-final components In the game above, my opponent had that final power card and was carefully trying to balance his die results. With that 10-damage blast hanging over your head, the extra die forces you to do a little of this and a little of that instead of going all-in on one result, which is a mixed blessing. Why? Normally it takes three stars or three wrecked building icons on your dice to move the fame or destruction token, with each additional star or wrecked building moving that token an additional space, which is a "discount" after the initial "cost" — but now you can't take advantage of that discount unless you have a massive health cushion. (Eventually, my opponent blew himself up, with my Vampiric Gaze keeping my health at a decent level since he couldn't go all-in on claws either.) _Tokyo Bay_ includes six new monsters, each of which can be played in _Duel_ against any of the original six monsters. (_Tokyo Bay_ also includes four wreckage tiles for use by The King, whose original track-modifying tokens wouldn't work with this new game board.) Pagura, in the image above, lets you draw as many power cards as the number of exclamation marks you roll on a turn, then you get immediate effects from those cards based on the symbols on them. Maybe you'll whiff, and maybe you'll advance both the fame and destruction tokens two or three times. Kraken, in the second image above, gives you three tokens to distribute to either you or your opponent, with a token affecting that player's next turn. Either you get to re-roll all stars/hearts/claws, or your opponent cannot re-roll stars/hearts/claws. (My non-final rulebook states, "On your next turn, you may always reroll this results. [sic]" Maybe you're supposed to wait until after your third roll to re-roll that symbol, but we decided that you may re-roll the die immediately without it counting as a re-roll.) You need to make a judgment call each time you'd use one of these tokens because the board situation and your potential path(s) to victory are fluid. H.A.D.E.S., on the other hand, is as straightforward as can be: Get two ! on the dice, and the token advances one space on your special game board, giving you the listed bonus: an extra die token, a pull on the fame track, three damage to the opponent, an extra die token, a pull on the fame track, etc. It's a mixed bag of effects that just keeps rotating. I've played three games with Cyberbunny and have yet to make it work. (Admittedly one game was only three turns as my opponent rolled six stars to place four wreckage tokens on that track, then two turns later rolled five stars to claim three wreckage tokens and victory. BOOM!) With Cyberbunny, you're manipulating the cost of power cards as well as which cards are on the market, but I never felt like I had a good handle on what I was trying to do, so the effects felt random. I blame the monster's operator for that failure. More experience needed... In total, I've played _Tokyo Bay_ five times on a non-final review copy from publisher IELLO, and I don't yet know whether I have a preference for original _Duel_ or _Tokyo Bay_. At arm's length, the details of this game board or that one blur, so the games are effectively offering the same experience: Keep your monster's ability in mind as you evaluate the board over which dice to keep and which to re-roll. As in the original _Duel_ , you're going to be surprised in _Tokyo Bay_ by the power cards that pop up, whether they offer new victory conditions or "just" an overpowered effect. In one game, for example, my opponent spent 8 energy for "Empty the Bay", which allows you to gain the bonus effects on _all_ wreckage tiles not yet placed on the board. We had placed only one or two tiles, so he got 12-13 bonuses: SMASH, four damage; KAPOW, two extra dice tokens, ZZZAP, three energy. Needless to say, when that card showed up in a later game, one of us spent two energy to clear the board and turn up new cards so that the other player couldn't get it. (The card isn't broken. We just didn't realize how powerful it was until we carried out its effect the first time. You need play experience to get a handle on such extremes, then account for them in your choices in future playings.) One new feature in _Tokyo Bay_ I've yet to use is the "lost dice" mode. Each player starts with six tokens in front of them, each showing one of the die faces. Whenever you have a pair of dice you can't use, e.g., one star and one exclamation mark when you're Cyberbunny, you can choose one token now and add it to your die results next turn. Each token is single use, and they can whiff just like the dice depending on what you roll; after all, one star on a token is the same as one star on a die. This system offers a helping hand to someone who's bombing out on their rolls, but if you are bothered by extremes of luck in a Yahtzee-style game, you should be playing something else. ****Want more game previews like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking and no spam. Sign me up, coach!

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Korean publisher BoardM prepares its SPIEL Essen 26 line-up

Make Tiny Steps in Flamenco, Then Solve Crimes in P.I.

I've met with Jade Yoo from Korean publisher BoardM at SPIEL multiple times, but always in a restaurant or another publisher's booth. BoardM releases Korean editions of games from publishers large and small — Cthulhu: Death May Die from CMON, Take Time from Libellud, the 2026 Spiel des Jahres winner JinxO from Tabletoys Games — but in past years it's been one of dozens of companies with a business presence in Essen, but not a public one. That changes in 2026, with BoardM having a public booth for the first time. What will you see there? These three titles among others: ## Flamenco Designer/artist Nutgoo.Lee self-published Flamenco in 2025, and now BoardM has a new edition with art by Sai Beppu. _Flamenco_ is a shedding game in which you can lead a set of one or more cards of the same value and others can beat that set with the same number of cards of a higher value. The twist of the game is that even numbers can be beaten by a "split" comprised of twice as many cards of half the value, e.g., a round might go 1 - 2 - 11 - 33 - 44 - 2222 - 5555. Two additional wrinkles in play: In a split, each lower pair of cards must not share a color with the higher card it beats. Additionally, a 7 can be beat by a 12 played together as long as the 12 differ in color from the 7. Thus, 777 could be beat by 111222 as long as you can pair the 1s and 2s the proper way. Players score points in the order that they empty their hand, and whoever has the most points after 3-5 rounds wins. ## P.I. In 2012, designer Martin Wallace published P.I. through his Treefrog Games brand, and now BoardM has released a second edition of P.I. with new art, a two-player mode (for this 2-5 player game) that introduces a new victory condition, and a companion app that allows for timed solo play. The game lasts three rounds, and in each round you need to guess the suspect, evidence, and location cards held by your left-hand neighbor, a.k.a., your target. The earlier you do it relative to others, the more points you score, as in _Flamenco_(and six thousand other games). On a turn, you do one of the following: * Place an investigator tile in a location, then your target places a rectangular spot marker on the investigator for each item in that location matching a card they hold as well as a trace marker for each item they hold that's in an adjacent location. You won't know whether a marker relates to the suspect, evidence, or location, but you can move them around on the board as you like as you learn more or make deductions. * Identify a clue card from the nine on display. Your target marks the matching tile with a spot marker if they hold the matching card or a trace marker if the item on the game board is adjacent to the item of the same type that they hold. If neither of these is the case, you keep the clue card as a reminder that nothing on the game board around this item matches what you're looking for. * Guess the target's cards. If you're wrong on any of the three cards, you lose 2 points; if not, score points, then sit out the rest of the round. When at most one person hasn't guessed at the end of a round, clear the board, then set up for the next round the same way, with the only difference being that correct guesses score more points and investigator tiles are limited to five per game. For the two-player game, when you guess, you either get the opponent's items right and win the round, or you lose the round. (If you're the round's first player, your opponent gets one chance to guess.) Whoever wins two rounds first wins the game. ## Memory Island Gary Kim's Memory Island appeared from Bloom Games, an imprint of BoardM, in 2022 in a card game format, and now it's being re-issued with tiles instead of cards. Memories, old and new (art by Lilia) _Memory Island_ gives young players a slightly harder memory challenge game. Lay out 48 tiles that show numbers from 1-10 face down. On a turn, flip over tiles one by one. If they sum to exactly 10, claim those tiles! If the sum is higher than 10, flip them face down again. If you flip a 10, claim it, then take another turn. If you have claimed ten tiles, you win — and you can never claim more than ten, so if you have eight tiles, you need to flip two tiles that add to 10 or claim two 10 tiles. Alternatively, when all seven 10s have been claimed, whoever has the most cards wins. ****Want more SPIEL Essen 26 coverage like this?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Learn more

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Scoot your sea turtle hatchlings across the beach to get them to safety

Head Tideward with Connie Vogelmann

In January 2026, publisher Avalon Hill released Sanibel, a game from Elizabeth Hargrave in which you walk the beach, pick up shells and other items, and try to have picked up the most valuable collection of stuff at game's end. (For more details, check out my August 2025 preview.) The look and subject matter of the game differed from what Avalon Hill was best known for, but this Hasbro brand has been working to vary its offerings, and the next title it plans to release along these lines is **_Tideward_** , a 2-4 player game from Connie Vogelmann, designer of Wyrmspan and Apiary. __Tideward__ components laid out for a four-player game Here's the setting of this 2-4 player game aimed at players aged 10 and up: > Each year, thousands of baby sea turtles take their first steps toward the tide. They embark on a journey brimming with wonder – and danger! In Tideward, players can imagine guiding hatchlings to the shelter of the algae by plotting their path through the tides and avoiding predators. Each player starts with eight turtle eggs and two turtles on the beach far from the water, with the center of the board representing the distant ocean via one of four algal mats, each with different scoring conditions. On a turn, take three actions, repeating actions as you like: * Hatch an egg, getting a male turtle if you spend one food and a female turtle if you spend two. * Take one food from the supply. * Move a turtle up to two spaces either left, right, or forward. (Turtles have indomitable spirits and will not retreat, even in the face of death.) You can spend food to move further, and if you end your movement on a fish symbol, you get food. Alternatively, if you end your turn on a crab, you become food...for the crab. After all players have had a turn, spin the round "tide board" 90º. Riding the tide allows you to access different parts of the central algal mat as once you've plopped on that mat, you're just soaking in the algae and not moving again. To end the round, you undergo the "march of the turtles", with each turtle moving forward one space. Scoring takes place three ways, two of which are tied to the algal mat and third of which is losing 1 point for each of your turtles that gets crabbed. Four algal mats are included, and they score as follows: * The A mat visible in the topmost image has nine zones, and you score points based on the number of zones you're present in, with 3 bonus points for each region in which you have both a female and male turtle. * The B mat is all about finding future mates, with your male turtles scoring 1 point if at least one female is in the surrounding eight spaces and your female turtles score 4 points if at least four males are in the surrounding spaces. * The C mat is the party board, with you scoring points based on the size of orthogonally connected groups of your turtles. Have at least one female in a group of size two or larger for bonus points. (This mat is the only one that lets you move turtles on it.) * The D mat introduces new food types. Whenever you take fish from the supply, you flip it over to discover whether the other side features turtle grass, thimble jellyfish, or coral banded shrimp. (When you spend these tiles in the future, they remain fish side down.) When your turtle lands on a pink space on this algal mat, you can tuck a food tile underneath it to score bonus points, with females earning more points when fed rare food. Connie Vogelmann (photo by Kovray) Each algal mat has a set of six "tide quest" cards, and at the start of the game you receive a random (and secret) quest that you'll score at game's end. Maybe you'll want to place turtles in particular rows, tuck a specific type of food, make groups of exactly three turtles, place male or female turtles next to higher numbers of the opposite gender, or reach the far side of the algal mat. Some mats also reward you for leftover food. The game ends at the end of a round in which one player has moved their final turtle off the beach, whether into a crab's mouth or somewhere in the ocean. I received a brief overview of _Tideward_ at Gen Con 2026, where an Avalon Hill representative showed off the components and stressed the plastic-free production of this game because, duh, sea turtles. (For those curious about the "duh", you can check out this plastic pollution overview page from SWOT, a.k.a. The State of the World's Sea Turtles, a program led by the non-profit Oceanic Society.) Yes, I know many other Hasbro and Avalon Hill titles feature plastic components. Maybe in the future the company will realize that barbarians and vampires are also cool with using less plastic in games. _Tideward_ debuts at retailers on 16 January 2027. ****Want more game announcements like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Get the deets

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The bottom line: Give 'til it hurts

How I Got Rid of 900+ Games

In early August 2026, I wrote about how I culled 150 games at a library swap. In short, you didn't swap games directly with another person; no, you placed all the games you brought on a table, then you walked away, possibly taking with you games that someone else had brought. The swap was more on a community level than an individual one, and I enjoyed the experience of just letting the games go rather than negotiating for this or that. In that article, I wrote the following: > My approach to getting rid of games aligns with my approach to sleeving cards in games: If I'm not sure whether I want to keep a game or get rid of it — that is, if I would place it on a "maybe" pile — I consider the cost of replacing that game. If the game is a mainstream U.S. or European release and I could likely find a copy for $20 or less, then I should get rid of it. Most likely, I'll never think about that game again, but for the rare game that does haunt me and make me wish that I could replay it, copies will be available at some point. Little did I know what was coming one month down the road. • • • • • • • • • • • • • • My wife Linda and I have one child, who started his senior year at high school in August, and for years we had talked about downsizing once he was out of high school and off to college. We had a checklist for what we were looking for: * Within walking distance of a downtown, regardless of the size of that downtown * An older house, say, built prior to 1950, although we didn't have a fixed date * A smaller house that would be easier to keep clean and cheaper to own By chance, in late August 2026 we ran across the perfect house and decided to make an offer. Why wait?! That house wouldn't still be on the market come June 2027 and who knows how quickly we might find another suitable location at that time. The owner accepted our offer — then I was confronted with an immediate result of that decision: I needed to get rid of hundreds of games ASAP. I had planned to downsize over our son's senior year, although I hadn't thought in any detail about what that downsizing would look like, and now I needed to accelerate that process as quickly as I could. Here's what I did: ## Prepare for Another Library Swap I don't mean that literally as the library had no plans for such a thing, but mentally. I had culled 150 games using a simple metric, so let me attack more game shelves and see what else I can find. Thankfully, I've visited Origins, Gen Con, and SPIEL plenty of times, so I have some idea of which games publishers have deeply discounted in the past and therefore which games should be plentiful on the used market. Any game that fits that category should go, unless I have a particular attachment to it compared to everything else. More on that later. ## Bring Games to Give Away at Every Opportunity A twice-monthly game group was scheduled to meet at the end of the week, so I loaded the car with 100-ish games divided into two categories: • Recent unopened games that I could give to the group organizer. He hosts a weekend event twice a year during which he gives away dozens of games donated by publishers. Many of the games I brought had been sent to me by publishers as review copies (typically without me asking for them), so by the transitive property if I passed those games to the organizer, in effect the publishers were the ones donating those games, right? • Opened games, which I placed on a table next to handmade signs that said "FREE GAMES". Many people said, wait, really? Yes, really! Hopefully they found something they liked, while doing me the favor of emptying my shelves. ## Expand My Criteria I had initially put a blanket restriction on giving away games from Japanese, Korean, Taiwanese, etc. creators because of the difficulty I might have in finding those games again. Many of those titles appear at a single Game Market event in Tokyo, then are never seen again. Others show up at a single SPIEL and might be impossible to find unless I traveled to the country in question. Yet I realized that giving away only "mainstream U.S. or European releases that I could find cheaply" wouldn't get me to my goal. What's more, I hadn't actually played many of those Japanese, Korean, etc. games, despite owning some of them for up to a decade. I could have a "cool collection of hard-to-find games", sure, but if I never played them, what was the point? Maybe I could part with at least a few of them? Strangely, as soon as I started moving those games off the shelf, I lost all inhibition and started pulling most of them down. It felt like one of those movie scenes in which a character wildly sweeps things onto the floor, except that I was neatly stacking everything into piles of similarly-sized games. Fifty-ish games up for grabs ## Invite Others to Take Games I hosted a semi-regular game group at the old house (which was then the current house), and I told everyone on the group mailing list that they were welcome to drop in over the weekend and take any of the games that I had pulled. Again, they were mostly review copies — some of which I had reviewed, some of which I had played, and some of which I had never opened — so I thought it best to give them away. I sent out three pics of 150-ish games, then at the last minute I pulled another 100-200 games and placed them on a separate table. I let folks call dibs on two titles they really wanted, but otherwise it was first come, first serve. Six people came on Saturday morning, some of whom I hadn't seen in a while, and it was great to catch up with people while seeing what they were taking. If someone seemed unsure about a title, I was like, what's the worst that happens? Take it home, then pass it on to someone else if you don't like it! After they left, I pulled even more games for a couple coming on Saturday evening and for another couple on Sunday. Sure, the first people who came on Saturday missed out on those new offerings, but them's the breaks. I had a deadline, so I needed to keep finding more to ditch. Wombat...rescued! (art by Mateusz Szulik) ## Be Open to Opportunities One of my Saturday visitors, designer Matt Wolfe, mentioned that his monthly game group was going to meet the following Saturday. Matt's a member of Game Designers of North Carolina, and he said he'd distribute donated games among designers in the group, many of whom would be at his event. I know one thing that can make you a better creator is exposure to and experience with the work of others, so I showed up at his house with a Mazda CX-5-sized load of games — somewhere between three and four hundred. We piled as much as we could on a folding table, then kept piling games on the floor around it, then invited the fifteen-or-so attendees to have at it. (Matt's Wombat Rescue was one game that found a new home. I had backed the crowdfunding project in 2015, played the game a couple of times and liked it...then never got back to it, which meant I didn't like it enough to keep it. Sorry, Matt!) Ahead of that event, one of the attendees had asked whether anyone could bring Australis, a game by Leo Colovini and Alessandro Zucchini that I had reviewed in 2024. I like the game, so I brought it with me and got it to the table again after not playing it since writing that review — a practice far too common during my BGG days. The person who had asked about _Australis_ turned out to be an aspiring designer in GDofNC whose mentor had suggested she play the game, presumably because she was working on a design with similar elements. Even though I enjoy _Australis_ , I saw a chance to do good two ways and offered it to her. She will ideally benefit from playing _Australis_ multiple times, and I had one fewer game to pack. (Plus, KOSMOS titles aren't usually in short supply, so I can get it again some year if desired.) Art by (l) Fiore GmbH and (r) Gjermund Bohne Similarly, someone in another group asked me to bring Gardlings by Kristian Amundsen Østby and Maria Østby to the next session as she had greatly enjoyed the game when I taught it to her at a convention. We played again, and she still loved it, so I offered the copy to her. (_Gardlings_ is a take-and-make design in which each player draws and assembles their tiles into a personal grid each round, then uses the gems they collect to buy a new tile. Whoever first makes a grid that contains twenty gems wins. It's a fine design, but I'm not a fan of most take-and-make games.) ## Sell Games...But Not Individually Not everything that I was getting rid of was a review copy, and not everything that I had offered to friends was taken, so I sent pics of yet more stacks to a local couple that deals games at flea markets, during conventions, and out of their garage and asked them to make an offer. They did, then they showed up the next day to cart everything away. Boom — one sale, lots of games gone. In the early 2010s, I had made the mistake of listing individual games for auction on BGG when preparing for a move. (Apparently that's what motivates me to get rid of stuff!) I had priced everything with a starting price of US$1 and figured that people would bid on multiple games since shipping multiple games in one box would cost only slightly more than shipping a single game. Indeed, many people did win auctions for multiple games, but I had thirteen auctions close with a winning bid of US$1. The winning bidders were paying the full price of shipping, so I wasn't losing money, but given how much time and effort it took to package those games and haul them to the post office, I was, in fact, losing money. It would have been easier and more efficient to give the games to a thrift shop. I've sold games a few times at a local store that runs a flea market-style event. A seller prices their games however they wish, and buyers buy scrip from the store equal to the cost of the games they want to buy, then give the scrip to the seller. When the seller is ready to leave, they bring the scrip to the store, which pays them 90% of the total value. Everybody wins! Whenever I've sold games at these events, I group games by price, but I also list a price for EVERYTHING on the table — a heavily discounted price that I drop every five minutes, partly because the lot is getting smaller via individual sales, but also as an incentive for a potential buyer. Near the end of the event, people who want to buy a couple of games see that they could pay double that amount to buy all that they see — and all but once I've found a buyer to take everything off my hands. The buyer gets a great deal, and I can pack up and leave without bringing anything home. • • • • • • • • • • • • • • I realize that I'm in an unusual situation. I've written about tabletop games on a full-time basis for nearly twenty years, with my editorship at BoardgameNews.com starting in late November 2026, so I'm in contact with hundreds of publishers and have received a large number of review copies over the years. I understand the calculus publishers operate under: The cost of sending out a game — or (even better) handing one over at a convention — is relatively small compared to the publicity a write-up or video could bring, so why not do it? While I appreciate the opportunities these games provide, they're also something of a burden. (I know — poor me.) I feel bad when I don't have time to get to a game, but that happens more and more frequently these days, so I rarely ask for review copies as I don't want to take on more than I can actually play. That said, I'm still at the mercy of other players being willing to play what I'm bringing to the table, so no matter how much I prepare, sometimes I can't get a game played in a reasonable amount of time. A group will play something once and say, nah, not for us, but since I want more than one play in order to get a feel for the experience, I'll have to find others...who are then playing for the first time...and who might not want a second game. This happens far more frequently than I would like, but unless I start paying others to play with me, that's what I'm stuck with. At least now I'm stuck with far fewer games than I had previously. The weight of those games — and the guilt I felt for not covering them — has now been dissipated throughout North Carolina, shared with dozens of others who will ideally...finally...bring those games to life on their tables. ****Want more articles like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Sign up

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SPIEL Essen 26 offerings from 1 More Time Games and ABACUSSPIELE

Fadenfroh, Blattwerk, and Bärenstich

While researching games that will be featured at SPIEL Essen 26, I was amused by the similarity between the two covers above. Side by side, they're less similar than they were at first glance, but the brown background/golden ring connection stood out at first glance. As for the games themselves... ## Fadenfroh The word "Fadenfroh" means something along the lines of "thread-filled" or "joyous threading", and in this game from Jordy Adan, Alexander Pfister, and 1 More Time Games, 1-4 players will be "stitching" cards together to create valuable tapestries. Cards are divided into halves, with each half featuring one of three colors and 0-2 symbols, with symbols being either fruit, animals, or flowers. Each player starts with three rows of cards, each seeded with a card entirely yellow, white, or purple. At the start of each round, you lay out as many "offers" as the number of players, with an offer consisting of 1-3 cards; threads, needles, and a thimble — collectively known as "material" — are also placed on the table. Starting with whoever had the thimble at the end of the previous round, players take turns drafting either one item from the material or one offer, but once you take an offer, you sit out the remainder of the draft. If you have three or more thread tokens, hand in three, then draw three cards and keep one. Repeat as needed, then take all of your cards and "stitch" them by adding each card to a row of your choice, covering at least one-half of a card already present — unless you spend a needle, which allows you to connect a card to the left or right end of a row without covering anything. At the end of rounds 2-5, you score points based on how well you meet two scoring cards, and the scoring card pairs rotate through the rounds: A&B, B&C, C&D, and D&A with your choice of B or C. Thus, you're all competing to score the same cards, yet you could focus entirely on B and D and ignore everything else. (Four scoring cards exist in four categories — berries, animals, flowers, and card color — and you use one card at random from each category.) I played _Fadenfroh_ once digitally in a mock-up version, and the draft format for this take-and-make game is more attractive for my tastes. You're not just taking one thing from a pool and stepping out, but playing chicken and trying to take more than your fair share, while also getting cards that will work well with what's in front of you without giving away too much to whoever outlasts everyone else. ## Blattwerk Like _Fadenfroh_ , Blattwerk ("Foliage") is a 1-4 player game, and in this design from Christian Heuser, Tim Hüwe, and ABACUSSPIELE you will be exploring the leaves of the forest in excruciating detail one by one. Gamers are obsessive that way. Each player takes a set of leaves in a single color, along with the matching fruit token, then you place two at random face up — that is, showing the insects and fruit — on the tree trunk to form the "undergrowth". All other leaves are then shuffled together face down and laid out in a grid. On a turn, you: * Turn one of your face-down leaves face up, then either score 1-3 mushrooms based on the more prevalent insect or place one of your seven "magnifier rings" on it. * Swap one of your face-down leaves with a leaf in the undergrowth, then turn your leaf face up. * Swap another player's face-down leaf that's orthogonally adjacent to one of your face-up leaves with a leaf in the undergrowth, then turn the swapped leaf face up. Thus, each turn one more leaf will be turned face up, and when all leaves have been revealed, you score what you've magnified, in addition to scoring 1 point for each mushroom. To score a magnifier leaf, look at the insects on it; each insect of the same type on orthogonally adjacent leaves is worth 1 point, so the green magnified leaf in the image above is scoring 3 points for the ants on the leaf below it. If your fruit is adjacent to a magnifier leaf, it's worth 2 points, and if you're also magnifying fruit, then adjacent fruit doubles to 4 points. Magnifier leaves don't score adjacent magnifiers, so the game is all about discovering and creating scoring opportunities, while trying to thwart others. ## Bärenstich ABACUSSPIELE will have a few other new games at SPIEL Essen 26, including Wolfgang Kramer's Bärenstich ("Bear Sting"), a climbing card game for 3-8 players that is his latest take on Das GROSSE und das kleine A, his 1996 card game later released in a revised form as Who's the Ass? Art by Florian Biege The deck consists of cards numbered 2-14, along with five jokers and one beehive, and each player starts with a hand of thirteen cards, with someone getting the beehive and leading the first trick. When you lead, play one or more cards of the same value (with jokers on their own equaling 15), then each player in turn has the chance to play the same number of cards of a higher value. All played cards are discarded, then whoever played last leads the next trick. When you hold the beehive, you can lead that card, after which each other player simultaneously reveals one card from their hand. Whoever reveals the highest card places the beehive in front of them, then adds one of the played cards to their hands and leads the next trick. (After this trick, they add the beehive to their hand, i.e., they can't play it immediately.) When a player runs out of cards, the round ends, and everyone scores points equal to the sum of the cards remaining in their hand, with the beehive worth 20 points. After four rounds, whoever has the lowest score wins. ## Other Games At SPIEL Essen 26, ABACUSSPIELE will also have **_Deckscape: Die magische Akademie_** ("The Academy of Magic"), the German edition of the latest Deckscape title from Martino Chiacchiera, Silvano Sorrentino, and DV Games, and What's Next?! Europäische Städte, a party/trivia game from Arno Steinwender and Ralf zur Linde in which you try to identify which of five European cities is closest to a sixth city. The closest chosen city is removed from play and replaced by the sixth city, after which a new city is revealed, taking you mentally across the European continent. Art by Alberto Bontempi and Simon Burmeister ****Want more SPIEL Essen 26 previews like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Sign up!

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An overview of the dexterity dice game Baseball Shuffle

Unplugged Arcade Shoots for Home

Some day I will perhaps stop being surprised by how much support some crowdfunding projects receive, but today is not that day. Why? Dire Wolf's Kickstarter for a new Clank! expansion (The Forgotten Vault) and a tenth anniversary "Cube of Holding" closed on 1 October 2027 with more than US$2.4 million in backing, which includes 2,884 backers at the US$435 level for the "Dragon's Hoard" lot consisting of the new **_Master Thief_** edition base game, five expansions, two promo packs, 600 card sleeves, a neoprene map pack, an acrylic token upgrade kit, and the aforementioned Cube of Holding. Promotional image for the __Clank!__ Kickstarter campaign Amazingly, that's not even everything you could purchase. For an additional US$135, you could add on a set of metal cubes, a separate set of metal cubes, metal coins, a Kickstarter promo pack, and a Steam key in order to play the game digitally...which might be easier to handle than messing around with a cubic foot of physical components. In total, the campaign had 8,726 backers, which averages out to US$276 per backer. I'm not saying _Clank!_ is a bad game or folks shouldn't be spending their money as they like; it's more like I'm looking at these numbers and thinking: "In this economy?" Promotional image for __The Lord of the Rings: The King's Gambit__ Similarly, Restoration Games launched a Kickstarter campaign on 29 September 2026 for The Lord of the Rings: The King's Gambit, a co-production with Space Cowboys, and within two days that project has received more than US$1.4 million in backing, with the average amount spent per backer being US$336. _[Disclosure: Restoration Games has advertised on Board Game Beat.]_ Of course it doesn't hurt that the least expensive pledge is for the US$199 "Limited Edition" version of the game, aside from the US$5 "pledge manage access" level that has more than four hundred backers. If we set those backers aside, the average backer is spending US$373, which makes sense given that 40% of the backers have opted for the US$449 "Mithril Edition with playmat" option. Again, in _this_ economy? I've even been surprised by Monolith's Kickstarter campaign for its two Conan gaming lines, one of which is board games and one of which is RPGs. As with _Clank!_ , Frédéric Henry's _Conan_ board game is celebrating its tenth anniversary, and 93 backers have chosen the "board game all-in pledge" that runs for €699. All this said, I do recognize that (1) the world of gaming is always larger than we think it is, with millions of people quietly playing games and never making a big deal about it online like some of us do and (2) a decent percentage of these people have loads of money on hand for hobbies. In mid-2025, for example, 251 people backed the US$2,200 collector's edition of Ghost Galaxy's The Lord of the Rings: The Confrontation crowdfunding campaign. Why am I bringing this up? To highlight that the money is (probably) out there if you're a creator who has a special project they'd like to bring to market...at least on a small scale. A related story: In December 2025, my wife happened to run across someone on LinkedIn who had recently created a huge tabletop game and who had also recently moved to within a fifteen-minute drive of my house. I got in contact with Dan Winger, who had worked at LEGO for eighteen years, seven of those as a master designer. He had recently launched Unplugged Arcade, a company that would sell handcrafted tabletop games, and we met at a coffee shop to talk about his game Baseball Shuffle. Dan Winger, mid-shot in __Baseball Shuffle__ If you're familiar with Tumblin' Dice, a dexterity game from 2004, you'll see that _Baseball Shuffle_ shares the same basic structure: You have a playing area comprised of multiple levels, and you flick dice from the highest level onto lower ones. Beyond that, the games differ completely, with Winger simulating a baseball game via dice play, with teams alternating between batting and fielding each half inning. After nine innings, whichever team has scored more runs wins. Fielding is straightforward: Place eight dice on the black spots indicating the starting fielding positions, then wait to see what the batter does. When batting, you place a die on home plate, then flick it: * If the die doesn't leave the infield level, you receive a called strike, then take back the die and flick it again. Three strikes equals one out, and three outs ends your batting session in this inning. * If any portion of the die lands on one of the slightly raised gold tokens on the lowest level, you've hit a home run, and the batter and all runners score....but if you land anywhere else on that level, the batter is out on an easy pop fly. * If the die lands on the first, second, or third level below the infield, the batter and all runners possibly advance one, two, or three bases. To find out, check the value of the landed die. Does it show a 4 or 5? Then yes, they advance as described above. A 6 counts as a fielding error, and everyone moves one additional base. A 1 is an automatic out with no one advancing, and a 2 or 3 gives the opposing team a chance to stop you. The fielding team flicks any fielder at the batter, and the batter's final resting place (regardless of the die face) determines the outcome of the hit. I've played _Baseball Shuffle_ a couple of times, once one-on-one and a second time in teams of two, and the game does what it's trying to do. In general, you want to finesse your flicks to land on the green levels since you have a decent chance of advancing on base — but unlike in baseball, you can shoot your die directly into a fielder to knock them into the gutter (the lowest playing area), taking that fielder out of the inning and giving your opponent one fewer defender. As with _Tumblin' Dice_ , you feel like you can start with a certain die face on top of your batter and ease that die into a scoring area without having it flip over, but that almost never happens...at least not at my level of play. Doesn't everyone carry a baseball field in their trunk? Dan was making these boards in his garage and figuring they'd retail for US$1,500 — which seemed like a completely fair price given the work involved, while also being an outrageous price for a single game...yet look again at _The Lord of the Rings: The Confrontation_ above: 251 backers for a US$2,200 item. Hmm... I encouraged Dan to look into Kickstarter's "Make 100" program as he would not have to commit to making more than one hundred copies of the game, while giving it exposure on a national market, but he first wanted to see whether he could (1) find partners who could help produce the games and (2) market _Baseball Shuffle_ to pubs, which seemed like an ideal outlet. After all, plenty of bars feature games like darts and billiards, so if _Baseball Shuffle_ would encourage guests to stay longer and drink more, maybe it would be a good investment for those businesses. (In case you hadn't noticed, the gutter features six highlighted "drink zones" where you can place glasses, as we did with our coffee drinks. The glasses and cups become bumpers in the gutter, perhaps enticing you to shoot more directly for home runs given that less of the "out" area is exposed. Surely you'll land on a gold coin now, right??) I saw little of Dan over the next six months, with me launching this site and devoting a vast number of hours to it and with him marketing _Baseball Shuffle_ like crazy through placements in pubs and other businesses; featured events at sporting events, such as Durham Bulls baseball games; tables at a beer-related event in downtown Raleigh; and promotion via YouTube, Instagram and Tik Tok, with one video catching more than 900,000 views. But just the other day, he sent me a link to a Kickstarter page, with him saying, "I should have taken your advice on this months ago." I feel so honored! While looking at Dan's videos over the past months, I saw many, many comments lamenting the price of the game and wondering whether it could be made more affordably, and smartly he's done just that for the crowdfunding project, creating US$250 and US$500 versions that you assemble prior to each game. They lack the gloss and impact of the one-piece table-sized edition, but they appear to provide the same game experience, so this is a great business decision. Amazing to learn what he's been doing all this time! Promotional images for the least expensive "Sandlot" edition of __Baseball Shuffle__ Only three days after launching, Dan's project is already funded, with roughly half of the support coming via these less-expensive versions. I can understand wanting to stick with your ideal vision and not compromising, but if you want to make a living creating games, you probably want to market games that people will buy. Congrats to Dan, and I look forward to seeing what he does next! _[Disclosure: Board Game Beat has run banners a few times for Unplugged Arcade, including the week that this article was published, but these are not paid banners. I had empty slots on the advertising schedule, so I invited Dan to send me banners, something I've done a few times for independent creators.]_ ****Want more articles like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Learn more

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An overview of new games from German publisher TOPP at SPIEL Essen 26

Drw, Fnc Dnsrs, nd Gss Shrt Wrds

## Krakel Spektakel In March 2026, I covered two expansions for the 2025 Spiel des Jahres-nominated party game Krakel Orakel — game overview here — and mentioned a new standalone game: Krakel Spektakel. As with the expansions, _Krakel Spektakel_ from designers Die 7 Bazis and publisher TOPP features new word cards — 250 cards with 500 words, nearly twice what's in each expansion — that can be used with the original _Krakel Orakel_ , but it also features a new game mode. At the start of each round, flick the spinner to determine the rule twist. Perhaps you'll receive a prophecy card that tells you whether to draw the easier or harder word on your card, but since no one knows who has which prophecies, you'll have twice as many words to consider. You might need to flip the drawing boards to their geometric side where one has only circles, another only rectangles, still another only stars, and so on. You might use a timer that stops randomly after 40-90 seconds. ## Jurassic Zoo Another TOPP title that you can find at SPIEL Essen 26 is Jurassic Zoo from the design team of Matthew Dunstan and Phil Walker-Harding. This flip-and-write game has up to six players fencing off dinosaurs — and visitors! — on their own sheet of paper. In each of fifteen rounds, two number cards are revealed, then you must draw a rectangle of that size, e.g. 3x5 or 1x6, with the first rectangle abutting the left edge of the zoo and each subsequent one sharing a line with or overlapping a previous one. When a Triceratops or T Rex is fenced off on its own, you score 1 or 2 points. To score a visitor center, you must isolate it in a field that's the same size as the number on that center. If you're using the B-side of the player sheets, you can also score for fencing a pair of Brachiosaurs on their own. Three goal cards of eight are in play each game, with the first player who completes each scoring 5 points while everyone else will score 2. ## KRZ GRTN TOPP's new party game for 2026 is KRZ GRTN from Mads Fløe, with the title being short for "Kurz geraten", which means "briefly put" or "in a nutshell". Graphic design by Katrin Schindel In this co-operative game, you're trying to get one player each round to identify the proper image from several on display. To do this, everyone but this player looks at the target image, then creates a clue using two or more of their letter tiles, which feature only consonants (along with two starting blanks). You can stack letters or position them in whatever way you think might be helpful to the guesser. Once all the clues are ready, draw more image cards from the deck, then shuffle and reveal them, after which the guesser sees the clues and guesses. If they get it right, everyone but the guesser receives more letter tiles; if not, you lose a life...and receive no new tiles! You can give up a life for each player to receive two tiles, but if you run out of lives before completing six levels of play, y ls. ## Reflect: Das Spiegelduell Similarly puzzley, but in a different way, is Reflect: Das Spiegelduell ("The Mirror Duel"), a German-language edition of **_Reflect: Mirror Mazes_** , which Professor Puzzle Games released in 2021. In this two-player game, each player gets the same maze on a sheet of paper, then places the maze behind a screen so that they can see it only in a double-sided mirror that stands between the players. Whoever completes the maze first wins. ## Die Zwerge: Königswahl Designers Michael Palm and Lukas Zach have been creating games based on Markus Heitz' _Die Zwerge_ ("The Dwarves") novel series since 2012 when Pegasus Spiele released Die Zwerge. Art by Jarek Nocoń Their newest title in this fictional world is Die Zwerge: Königswahl ("Election of the King"). In this game, players play cards in front of themselves to affect their standing in the succession rankings or play cards and discard them for their immediate effect. The game ends when a player cannot play or players have met a game-ending condition on a card. ## Other Titles Three other games TOPP will have at SPIEL Essen 26 are: * Crime Files Adventskalender: Fallakte – Sherlocks Zeitungsarchiv from Lukas Setzke and Verena Wiechens, with this being an advent calendar featuring 24 (connected) cases in which you rustle through Sherlock Holmes' newspaper archives. * Dobro from Fel Barros, Lucas Castanho, and Pedro Vinicius, with this being a German edition of a climbing card game first released in Brazil in which you score points based on your position relative to others in terms of cards collected. The fewer, the better! * Geschickt Gefädelt from Cami Muñoz Villar, with this being a German edition of **_Warp & Weft_**, a game with up to five players drafting colored threads to weave them into valuable scoring patterns. Art by (name too small to read on the back of the box); Bibadash & Chris Borges; and Maya Hanisch ****Want more SPIEL Essen 26 previews like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Sign up!

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Ride the subway and collect the right animals with Happy Baobab at SPIEL Essen 26

Dive for Treasure off Jeju Island

If you don't live in Korea, you might have a hard time checking out games from Happy Baobab, but this publisher attends the SPIEL convention annually, giving players worldwide a chance to check out their wares. Here's what Happy Baobab is bringing to SPIEL Essen 26: ## 해녀: Sea Divers of Jeju In 2017, Japanese designer Hisashi Hayashi released Rattaneer through the OKAZU Brand label he runs with his wife, artist Ryo Nyamo. In that game, you represented a crew of pirate mice that hunted for treasure each round by secretly selecting which parts of the land and ocean they wanted to visit. The catch is that after all pirates (and deck hands) have been placed, if you don't have a continuous chain to the starting point, you don't take your action. Happy Baobab has licensed this design, but changed the setting of 해녀: Sea Divers of Jeju to have a more meaningful connection to its (primarily Korean) audience. "해녀" is the Korean word "Haenyeo", which means "sea women", and that term refers to female divers in the Korean province of Jeju. From the rules: > [These women] dive without using oxygen tanks or other special equipment.With only simple tools such as a bitchang (iron bar), galgori (hook), or jeongge-homi (sickle), they collect conch, abalone, seaweed, and sea mustard. Sometimes they even catch fish with a spear. > A typical dive goes down about 5 meters, and they usually stay underwater for around 30 seconds before coming up. Skilled Haenyeo can dive as deep as 20 meters and hold their breath for over 2 minutes.When they return to the surface, they make a unique whistling breath sound called "sumbi sori", which has become a symbol of Jeju's ocean culture. > In 2016, Jeju Haenyeo culture was officially listed as a UNESCO Intangible Cultural Heritage of Humanity. This 2016 video about Haenyeo from UNESCO is fascinating! Promotional image from Happy Baobab Now instead of moving across the water with pirate mice, you're diving deep into the water with haenyeo. You no longer have to mess with a separate supply of deck hands to extend the chain as each diver now covers two of the twelve zones numbered 0-11. Everyone chooses zones for their swimmers secretly, then they reveal their zones and place their heanyeo on the game board with the diver's head in the chosen zone. As long as the human chain goes from 1 to wherever your head's at, you get rewards from the zone to the right of your head — netting items one at a time if you share the zone with others and taking everything if you're alone. Reach the bottom, and you grab a pearl. You record goods collected and trash hauled from the ocean on your personal score sheet, with eggs giving you the chance to grab marine life of your choice or add a third diver to your team. The goods available change in each of the eight rounds, and you use one of eight scoring metrics each game. ## Metro Bingo Metro Bingo is the latest iteration of Yoshihisa Itsubaki's game Streams, which debuted in 2011 from publisher/game store Sugorokuya and which was first licensed in 2012 by French publisher Moonster Games. Here's my description from 2012: > _Streams_ consists of pens, score sheets, and bakelite tiles numbered 1-30, with two copies of #11-19 and one wild. Gameplay is similar to Bingo in that someone draws a tile, then everyone must mark that number on their score sheet. This sheet contains a line of 20 spaces to be marked, and while these spaces can be filled in any order, if you can place them in non-descending order — identical numbers placed side-by-side don't break a stream — you'll score points. The longer the stream of ascending numbers, the more points you'll score. > > Once twenty tiles have been drawn and the scoresheets filled, players tally their points for each stream of non-descending numbers, and the high score wins. _Streams_ has been licensed multiple times since 2011 — appearing as _20 Express_ , _Digit'y Do_ , _Numerama_ , _Schlingo Bingo_ , among other titles — and gameplay remains the same in _Metro Bingo_ , but with the box now containing four maps for increased variety of play. Promotional image for __Metro Bingo__ with an older cover design Instead of having twenty spaces to fill in a straight line, you can choose the circular Tokyo line (presumably representing the Yamanote line) or the Seoul or Paris lines, which have two and three crossing paths that comprise 28 spaces instead of 20. The tiles also include two new special effects: one that removes two randomly drawn tiles from play (letting you know that those numbers are out of play), and another that puts two numbers in play on the same turn, with each player choosing the one they want. I'm surprised that this game has gone through so many iterations without becoming an evergreen, but maybe "thoughtful bingo" isn't a thing that the market wants... ## Beasty Council Designers Gary Kim, Hope S. Hwang, and Yohan Goh work together frequently as GAT Game Studio, with their biggest success to date being Odin, which won the 2025 As d'Or, France's "game of the year" award. (Goh wrote a designer diary about _Odin_ in March 2025, and I reviewed their game This Bed Is Mine in July 2024.) Beasty Council is a card game for 2-4 players with dual-use cards that's played over four rounds. Cards come in three colors (red, blue, green) with three types of animals (lion, fox, elephant) with values ranging from 3-10 and with a scoring condition on each card. Players start with three cards in hand. At the start of each round, 6-10 cards are placed in the plaza, then players take turns either: * Taking a card from the plaza and adding it to their hand, or * Playing a card from their hand as a _representative_ in front of themselves, then optionally picking up a card from the plaza that matches the color or animal that they just played and adding it to their hand. As soon as only one animal remains in the plaza, that animal becomes the _Chair_ for the round, and each player scores points equal to the value of their representatives of the same animal type, e.g., if a lion is Chair, all lions score. After four rounds, you may play a card from hand as a representative, then for each representative, you see how well the cards that _remain in your hand_ meet that representative's scoring condition. From the rules: * The red fox scores you 3/6/9 points for having 1/2/3 different red animals, so you score 6 points. * If you have no green cards, which you don't, the blue fox earns you 6 points. * The green lion causes you to lose 2 points unless you have three foxes in hand. * However, those three foxes cost your 3 points from the red elephant, but you score 6 points from the two elephants in hand. In short, the representatives (potentially) score you points during the round, while setting up your endgame scoring conditions, and your turn options allow you to balance the number of representatives in play versus how many supporters you hold. Seems like a winner along the lines of Castle Combo, which I reviewed in September 2024. ## Travel Fold It ** _Travel Fold It_** is a new version of a Yohan Goh design that debuted in 2016: Fold-it. That game is a decade old?! Time rushes ever onward. The original __Fold-it__ and the new __Travel__ version; art by Agsty Im (left) and WEIRDOLLS (right) In the game, each player gets a cloth divided into sixteen squares in a 4x4 grid. At the start of each round, you reveal one card fewer than the number of players, then everyone races to fold their cloth so that only the images visible on one card show on your folded cloth. If you do this and the card is still available, grab that card. Once all the cards have been grabbed, everyone double-checks the work of everyone else, and if you folded correctly, you keep the card; if not, you discard it. In the Travel version of the game, which goes to six players instead of five, whoever didn't grab a card takes the "burst suitcase" necklace, and if they score a card next round, they take a bonus card from the deck. Once a player has at least six cards, the game ends, and players tally points on their collected cards. ## Hop Around To continue with another new edition while (sort of) ending back where we started on Jeju island, **_Hop Around_** is a new edition of Jeju Island, a game by Gary Kim, Yeon-Min Jung, and Jun-Hyup Kim that debuted in 2015 and that I reviewed in 2016. Art by Jeon Polong and WEIRDOLLS The game board features six (in _Jeju Island_) or seven (in _Hop Around_) stacks of tiles, with player tokens and neutral tokens being seeded next to these stacks. On a turn, mancala-style, you pick up all the tokens next to a stack — with at least one of your tokens being present — then drop them one by one in clockwise or counterclockwise order next to other stacks. After doing this, for all players, if your token is on the top of a pile, take the tile from the stack next to your token. Alternatively, instead of moving tokens on a turn, you can spend tiles you've collected to take one of the five score cards on display. Some cards are just worth a bunch of points, while others are worth a few points while also giving you a permanent tile to use when claiming score cards in the future. When enough stacks are empty or the final score card has been revealed, the game ends, and players tally their points. ****Want more SPIEL Essen 26 previews like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Learn more

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Overviews of new editions of Nuts a GoGo!, Love Letter, and The LOOP

Grab Bits and Nuts, and Assemble Snowman Butts

After landing on multiple "best of the year" lists in 2025 for the games Magical Athlete and Hot Streak — in addition to releasing a new edition of Quacks — U.S. publisher CMYK has been quiet so far in 2026...until now. On 29 September 2026, CMYK announced the availability through its website of Grabble, a new edition of Naoki Fukuda's game Nuts a GoGo!, which Japanese publisher itten released in 2022. Front covers of __Nuts a GoGo!__ (art by Yoshiaki Tomioka) and __Grabble__ (art by SMLXL) Gameplay is straightforward: Put the six types of bits in the game box. Give a signal, then everyone starts grabbing bits and placing them in a tiny personal cup. When a player has a full cup, they start counting down and whoever is last to stop collecting bits must give a bit of their choice to the player who stopped first. Starting with the player who stopped and going clockwise, a player reveals one bit from their cup, then everyone else must discard a bit of the same type; if they don't, they're out of the game. Keep going until only one person remains. The design is fairly silly, yet it still gives you moments to ponder during the lightning-fast play. Do you go for a variety of bits to try to counter every call? Do you want to hoard one type of bit, then call that each time your turn comes around? Three types of bits come in two sizes, so should you concentrate on grabbing the smaller bits to fit more in your cup, or will you be wasting time when you could be grabbing bits indiscriminately? Components in __Nuts a GoGo!__ and __Grabble__ _Grabble_ has small differences from _Nuts a GoGo!_ , starting with the rules, which fit neatly on the inside of the box, whereas _Nuts a GoGo!_ includes rules for four variant games, e.g., instead of dumping out your bits behind your hand so that you can access everything, you must grab bits from the cup as they're stacked, which might lead to you dropping bits and having them removed from play. A representative from CMYK told me that including only one ruleset seemed to make sense given that the game will be marketed in a wide variety of retail outlets. (While initially available only from CMYK, _Grabble_ will be available via retail in Q4 2026 / Q1 2027.) The change of components surprised me as the wood bits in _Nuts a GoGo!_ are both pleasing to the eye and a source of confusion when you're trying to grab a particular type of bit — and yet I can understand why CMYK went with something different. I mean, that's kind of its thing given its new look for Quacks and its Magenta card game line. Why copy another publisher's component design when we can make something new? If someone really wants the _Nuts_ version, that's still available on the market, but now players have a second choice, too. What's more, Nuts a GoGo! wasn't even the first release of this design as it previously appeared in 2021 as **_MADA HAiLE_** from Asobication Games — and I was lucky enough to play that edition at BGG.CON in 2023: That's wildly different from _Nuts a GoGo!_ , with translucent components such as plastic rings, bells, and cars in many colors, along with metal coins and gold bars. You can't just grab all the blue bits to horde an item because many types of bits are blue, so you need to poke around in the pile to find what you want. I dig it when publishers — and by extension artists — go out of their way to put their unique spin on a licensed game. The varied editions of Reiner Knizia's Circus Flohcati delight me in their unique takes on the design, for example, and Daniel Newman does something novel with each title he licenses for New Mill Industries. More of this, please! ## Olaf Mix-Up! In June 2026, I previewed KPop Demon Hunters: Battle for the Spotlight, a game based on Seiji Kanai's Love Letter with design by Waleed Ma'arouf, and before that game has even hit retail outlets in the U.S. on 2 October 2026, publisher Z-Man Games has already announced another spinoff of _Love Letter_ courtesy of Ma'arouf: Olaf Mix-Up! In this 2-5 player game, you follow the _Love Letter_ formula — on your turn, draw a card, then play one of the two cards in hand — but your goal is to use various _Frozen_ characters to re-assemble the snowman Olaf, with each player having their own seven-piece jigsaw puzzle. Some card effects let you place a piece immediately, while others take effect at the end of the round. Standard _Love Letter_ effects are in play — swap your hand, protection from attacks, guess the card an opponent holds — but your reward for holding the highest card is to add two pieces to your puzzle. The game lasts multiple rounds, ending as soon as someone puts Olaf together again...after which you can slap him apart and start over again. ## The LOOP In late 2020, French publisher Catch Up Games released The LOOP, a co-operative design from Maxime Rambourg and Théo Rivière in which up to four players use time-travel shenanigans to try to defeat Dr. Foo, who attempts to use clones to destroy eras of time. How time travel is implemented in this design is that you can spend energy to re-gain cards played on a turn so that you can play those cards again — and if you can afford the ever-increasing cost, you can loop multiple times. Art by Simon Caruso Publisher Pandasaurus Games released _The LOOP_ in English in 2021, with Dr. Foo becoming Dr. Faux, then followed up with English-language editions of The Revenge of Fauxzilla! and The Fur Brigade in 2022 — but those expansions were released in short supply, leading to copies selling for multiple times their suggested retail price. However, in late September 2026, Pandasaurus announced that it was reprinting the base game and both expansions, with copies due out in March 2027. Pre-orders are available for those in the U.S., and these copies will also be distributed in non-European, English-speaking locations due to licensing restrictions. ****Want more game announcements like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Ready to sign up?

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Also, plans for SPIEL Essen 26, UKGE's ban on AI works, and game-y cakes

What's Inside a Game Designer's Contract?

Should you be short on reading material this weekend, I offer the following breadcrumbs toward coverage of games and the game industry elsewhere: ▪️ At the start of September 2026, Chris and Suzanne Zinsli published the 2026 edition of their "Board Game Licensing Contract Terms" survey on Cardboard Edison. (You can see a portion of those survey results above.) For this report, they surveyed game designers who had signed a licensing contract between 2000 and 2025, collecting data on 265 contracts, then compiling that information into three huge graphics that cover pre-publication contract terms; post-publication terms; and what might happen over a game's lifespan. For comparison, _Cardboard Edison_ includes previous surveys published in 2021 and 2015. ▪️ Merz Verlag has published hall plans and an exhibitor list for SPIEL Essen 26, in addition to releasing a 2026 update for its SPIEL Essen app. With all eight halls of Messe Essen being used for the fair this year, SPIEL Essen 26 will take up 81,200 m² of floor space, with the addition of Hall 8 allowing for more visitors — up to 230,000, with 75% of the tickets for Thursday, Friday, and Saturday already being sold. Currently 921 exhibitors from 53 countries are scheduled to be present. ▪️ Evie Lake at the BBC has profiled James Purcell and Andy Taeger, who she describes as "[t]wo friends from Newcastle [who] have set themselves the challenge of completing a board game which has never officially been completed", with that game being Richard H. Berg's The Campaign for North Africa: The Desert War 1940-43. They estimate they will need twenty years to complete the game, and they've already published 94 episodes of their "War with a Mate" podcast about their preparations and their eighteen-month-long, six-turn practice game. ▪️ On BoardGameGeek, Beth Heile posted a round-up of game-themed cakes presented at the 2026 Minnesota State Fair, with many images of cakes courtesy of Greg Sorenson. Sara Dauscher Sather won the "Game On!" cake competition with her presentation of Agricola in cake form: Image: Sara Dauscher Sather ▪️ On _Rascal_ , Khee Hoon Chan writes about UK Games Expo's new prohibition of "[i]tems and products that have been created or generated completely or in significant part by the use of AI tools and programmes". Writes Hoon Chan: > This notice follows a lack of response by UKGE on its generative AI stance during the event in June 2026, despite calls by several tabletop creators to prohibit the sale of products that utilizes AI-generated images and text, as reported by Wargamer. As such, games that contained material generated by LLMs and commercial AI tools, such as _Adventure Bears_ and _Blocks of Glory_ , were allowed to successfully exhibit alongside human-made games without any disclosures. ▪️ In July 2026, Lucca Crea and SAZ Italia named the five finalists for its Board Game Designer of the Year award, and it's now announced Paolo Mori as the winner, writing: > From 2024 to 2026, Mori moved with rare ease between widely differing styles. These ranged from historical wargames in both accessible and more traditional, simulation-driven forms, to family games with international reach, as well as a foray into narrative puzzles that took his distinctive design style into entirely new territory. In every case, the designer retained his signature approach, built on streamlined rules, consequential decisions and unfailing mechanical balance. Equally significant is the fidelity with which Mori treats his historical and cultural sources, whether wartime events reconstructed in meticulous detail or literary works adapted into game form with respect and precision. This makes the setting an integral part of the gameplay experience, never mere background. > This stylistic range is matched by a remarkable ability to speak to different audiences, from the most discerning historical simulation enthusiasts to casual players. This quality has made his games effective vehicles for promoting board game culture and expanding the audience for modern board games. ****Want more reading material like this?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Sign up!

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Korean game publisher Playte brings dozens of titles to SPIEL Essen 26

Playte Revives Thurn & Taxis, Manila, Carolus Magnus & More

I've written about Korean publisher Playte, which started business as OPEN'N PLAY, for years — well, a decade really, as parent company Gameology Inc. was established in 2016. Time flies like a banana! Head of Gameology Junghee Choi seems fascinated with old-school German games, which you might think of as Eurogames minus all the multiplayer-solitaire designs, that is, games with simple rules and a high degree of interactivity, and he's brought many decade-old designs back to print, including one of my favorite games: Alex Randolph's Big Shot, which first appeared in 2001 and which I reviewed in 2025. _[Disclosure: Playte is an advertiser on Board Game Beat.]_ Choi has been fanatical about packaging games in the smallest boxes possible, with the company's Lboard format transforming the game's box into a game board, as with the aforementioned _Big Shot_ , which features a double-layered game box that unfolds into the game board depicted below, with miniature magnets on the edges of the game box layers so that the board stays together. The front cover of __Big Shot__ , with the box unfolding to become this game board; art by Wanjin Gill In May 2026, I posted an overview of the titles Playte was bringing to Game Market Spring 2026 in Tokyo, and ahead of SPIEL Essen 26 here's another round-up of new (old) titles from Playte that will be available at that show, whether via pre-order or directly on site: * The Birth of the Post is a new edition of **_Thurn & Taxis_**, a game by Karen and Andreas Seyfarth that won Germany's Spiel des Jahres award in 2006. In the game, players collect and play cards to create connected routes of cities in order to mark those cities as served, thereby earning points. Through smart (and fortunate) use of the four special abilities in the game, you'll ideally craft routes that help you work toward several goals at once. * Manila is a Franz-Benno Delonge design that first appeared from Zoch Verlag in 2005. You're trying to become the richest player with each round of the game starting with a bid for harbor master, who determines which three of four goods will be loaded onto boats that _might_ be delivered, thereby increasing the value of those goods. Everyone bets on the outcome of the boats, while also influencing their movement. * Leo Colovini's Carolus Magnus debuted in 2000, and it's a game in which you fight for control of paladins (which come in five colors), while the paladins (and, by extension, you) try to claim control of territories. By controlling territories, you place castles in the playing area, with adjacent territories that you control combining in order to strengthen your might — or make a more inviting target for takeover by someone else. Art by Wanjin Gill, Atelier198, and Benoît Billion * Forum Romanum dates to 1988, with this Wolfgang Kramer design crossing area control with tic-tac-toe. Each turn, you place one of your pieces on the board or move a piece already on the board, and every space on the board is part of a vertical line, a horizontal line, and a room (and sometimes a diagonal line). Whenever a line or area is filled for the first time, whoever has more pieces in it than anyone else scores points, while those with the fewest pieces (including zero) lose points. Ties aren't resolved until players move pieces, which you're often forced to do thanks the small number of pieces. * Walter Müller's Donkey Derby first appeared in 1989 as Favoriten before franjos Spieleverlag re-branded the game in 2016. This race consists of alternating betting and moving rounds; first, each player can place one bet on one of five donkeys, then the first better that round rolls a die five times, moving a different donkey after each roll. When three donkeys have finished, players score based on who they bet on and how early they placed those bets. * Peer Sylvester's The King Is Dead, which first appeared in 2007 as King of Siam, is a minimalist game in which you play cards to affect which of three factions — if any — controls regions in the UK, with you trying to pick up followers along the way to be in control of the winning faction — again, if any — at game's end. Art by Yeonhwa, Wanjin Gill, and Anuc Kim * Hepta from Alex Randolph dates to 1974, making it (I think) the oldest of Playte's reprints in this batch of titles. The 7x7 game board shows seven spots of seven colors, with one player taking the "I" tiles and the other the "L" tiles, with each tile covering three spaces. One player names a color, then players take turns placing a tile on the board that cannot cover the named color. Whoever can't place a tile loses. Alternatively, you can play this as a puzzle, placing all fourteen tiles on the board to leave revealed the seven spots of one color. * Playte continues to release new editions of Sid Sackson's Can't Stop, with the themed edition above featuring artwork that depicts Vinicunca, a multi-colored mountain in Peru. * Not all of Playte's releases are older games. As far as I know, Multi-Story Mansion, a.k.a. Many Stories Mansion, debuted at Game Market Spring 2026 from Korean publisher Jupiters Club, and now Playte is making the game available on a wider scale. In this climbing card game, cards come in five suits that correspond to a pattern, such as the aforementioned I and L tiles. As your played card combinations are beaten or as they win a round, you "drop" them into your mansion — which starts with only a multi-colored door — in order to create patterns that match what is on the cards, e.g., three pink cards in an L shape. Your score at game's end is the number of patterns you've built multiplied by the height of your mansion. * Finally (for this post), Playte has a new edition of Wolfgang Kramer's Dance of Ibexes, for which I did a video review in 2024. Why a new edition? Because Playte has figured out how to fit everything in smaller packaging, so it's done just that. ****Want more game announcements like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Hand over your email...

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Rikki Tahta brings Coup energy to La Mame Games' 2026 release

Outwit Your Fellow Thieves in Buskers

Designer Rikki Tahta launched La Mame Games in 2012 with Coup, a small design of his in which you can take any game character's action you wish — but other players can challenge that action, and if that character isn't one you have among your face-down cards, you're punished by losing one of your cards. Lose both of your cards, and you're out of the game. Tahta's La Mame Games has released a new title at the SPIEL convention in Essen, Germany most years since 2012, and while some of those games have been licensed by other publishers, others have been one-shot releases you're unlikely to ever see on the market again. For SPIEL Essen 26, La Mame Games is releasing a game in the latter category, at least for this particular production as Tahta notes that "the pieces are too expensive for a real publisher to produce". As in _Coup_ , this new design from Tahta — Buskers — will challenge you to bluff your fellow players and call out their bluffs. In the game, you are living out the "no honor among thieves" saying. You and 2-3 others have robbed a bank and are trying to reach the getaway car first in order to escape, without concern for the fate of those you leave behind. __Buskers__ game board (art by Andrew Higgins) Each turn, you either busk where you are in your disguise as a street musician or you place 1-3 coins in your hand, then challenge others to guess how many coins you're holding. They'll make a singular guess, and if they're wrong, you move as many spaces as the number of coins you hold; if they're right, you don't move. In either case, those coins are gone. The game board includes a few wrinkles to keep players guessing: Land at a bank, and you receive three coins immediately sans busking; stop at a taxi stand, and next turn you can hide 1-5 coins; reach a café, and you take another turn immediately; land on other players, and they must each give you one coin. Barriers cost you an additional coin after you finish moving, so count carefully as you make the final sprint for the pink van. Yes, Rikki knows his last name is spelled incorrectly in this image (art by Andrew Higgins) ****Want more game previews like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Sign up

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Discover three card games hitting the market in late 2026

Woo the Council of Serpents with Seven Prophecies

## Seven Prophecies In October 2026, Capstone Games will release a new edition of Hinata Origuchi's Seven Prophecies, which debuted in 2017 from the designer's own Blüte Spiele brand and which had a limited English-language release in 2024 from New Mill Industries, as well as a new Japanese edition in 2025 from SUNNY BIRD. The four __Seven Prophecies__ The deck features cards in four suits, and players receive ten cards in hand, with ten suit cards placed in a row at random to indicate the forced lead suit of each trick. Players then use seven tokens to predict in how many tricks they'll place first, second, third, and fourth (depending on whether you have three or four players in the game). Those are the seven prophecies of the title. You then play through the hand, playing the lead suit, if possible, and throwing off otherwise. Cards in a trick are ranked from high to low in the lead suit, then high to low in all of the off-suits — and if your played card lands in a position that you prophesized, then you remove the appropriate token from your prediction card and place it on your played card. (All played cards are placed in a grid so that you can track successful prophecies and what's still unplayed.) Art by Amelia Sales As soon as someone places their seventh token, the round ends, with them scoring points based on how quickly they did this: seven tricks out of ten? ten out of ten? Whoever has placed the secondmost tokens scores 1 point. If no one prophesizes correctly, no one scores. First to 7 points wins, or whoever has the most points after three or four rounds. ## Woo Fifty copies of Woo — a game by Taylor Reiner, Bert Trobaugh, and Dan Vieu — were given out to attendees of The Trick-Taking Extravaganza, an event allplay hosted during Gen Con 2026, and now the game is heading to retailers, specifically brick-and-mortar retailers as allplay is marketing this game to retailers as "a local game store exclusive, available only on your shelves and not online on our website or at other distributors". Art by Sai Beppu, who's been doing most of the art on allplay's "tiny" titles. _Woo_ is pitched as a two- or four-player game, but you really want four players, who compete in teams. The gist of the game is that one teammate will start a valid meld, then the other teammate will finish that meld, after which the other team can try to beat that meld. Played melds are discarded, and when one player sheds all of their cards, their team scores 1 point, with the first team to score 2 points winning. In more detail, the deck contains six copies of cards numbered 1-9, and each player receives a hand of thirteen or fourteen cards. Valid melds are sets of 2-3 cards, runs of 2-4 cards, consecutive pairs, and four-of-a-kind. One teammate leads 1-3 cards that could be part of a valid meld, e.g., 3-3 or 6-7-9, then the other teammate must complete the meld with 1-3 cards, perhaps playing 3 or 4-4 to go with the pair of 3s, whereas only an 8 would go with a 6-7-9 lead. If the teammate cannot complete the meld, the teammates return played cards to their hands one by one, thereby giving them info for future plays. The other team must then collaboratively play a higher-valued meld of the same type and size. ## Council of Serpents German publisher Wulfhorn Games crowdfunded Council of Serpents, a card game from Joeri Hessels and Wouter Moons, in July 2026 and plans to have the game available at SPIEL Essen 26. Art by Joost Das _Council of Serpents_ is for 1-4 players, with the four-player game being played in teams. During the game, players manipulate the strength, popularity, and treasury of three houses, attempting to make one house triumph — or collapse! — based on their hidden ambition cards. Each player has a hand of three influence cards, and on a turn you draft an influence card from the four-card "court", then play one, perhaps placing it between two houses to create conflict between them or escalate conflict to war — or placing it between them to quell a conflict and adjust both their stats. You can place an intrigue card face down by a house, with its effect being revealed only when the house goes to war with either of its neighbors. A guild card affects a house's stats as long as it's present, but you can play a matching one at another house to banish the first. Planning cards allow you to affect the "time track", removing a card there and replacing it with another or adding special effects to it. After each player's turn, the top card on the time track resolves. When the time track empties, each player secretly contributes a new card to the time track pool, with the first two cards in the court and a random card also being added; shuffle these cards, then lay them out to create the new track. The game ends immediately when one house collapses or triumphs, with war making it possible for both to happen at the same time. ****Want more game announcements like this one?**** Get Board Game Beat’s free posts by email — original reporting, designer interviews, and industry news, with no tracking, no ads, and no spam. Learn more!

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